OpenGL進階(一)
提要
OpenGL視口(Viewport)可以看作是視窗中OpenGL的繪製輸出區域,可以通過一條簡單的glViewport命令設定。一般的OpenGL教程都是單視口,即整個視窗為惟一的一個視口,Nehe的OpenGL教程是我最早見到涉及多視口的。與單視口程式相比,多視口程式的變化主要是:
(一)多視口程式不能在視窗resize/reshape時直接呼叫glViewport,而應該在此時記下視窗大小,然後在繪製場景時多次呼叫glViewport設定每個視口的位置和大小;
(二)對於每個視口,應分別呼叫glMatrixMode(GL_PROJECTION)和glMatrixMode(GL_MODELVIEW)以設定投影和建模矩陣。
多視口的最常見的應用,就是3DMax中的多視口建模,每一個觀察口都從不同的方向去觀察模型,從而很方便地去獲取模型當前的狀態。
還有就是賽車遊戲中的後視鏡等等.
具體實現的思路就是對每個視口進行獨立的渲染。
函式解析
下面是需要呼叫到的一些OpenGL的函式。
glLoadIdentity()
重置當前指定的矩陣為單位矩陣.
glViewport(GLint x,GLint y,GLsizei width,GLsizei height)
在視窗中定義一個畫素矩形,最終將影象對映到這個矩形中。
void gluOrtho2D(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top)
建立了一個可視的二位平面區域。這個和用glOrtho函式的當near=0,far=1時效果是一樣。
void gluPerspective(GLdouble fovy, GLdouble aspect,GLdouble zNear,GLdouble zFar)
這個函式指定了觀察的視景體(frustum為錐臺的意思,通常譯為視景體)在世界座標系中的具體大小,一般而言,其中的引數aspect應該與視窗的寬高比大小相同。
void glScissor(GLint x,GLint y,GLsizei width,GLsizei height)
設定一個裁剪視窗,前兩個引數為視窗左下角位置,後兩個引數是視窗的寬度和高度。
使用前一定要glEnable(GL_SCISSOR_TEST);
程式碼實現
實現一:
void renderGL()
{
glClear (GL_COLOR_BUFFER_BIT);
glLoadIdentity(); // 重置模型觀察矩陣
for (int loop=0; loop<4; loop++) // 迴圈繪製4個視口
{
if (loop==0) // 繪製左上角的視口
{
// 設定視口區域
glViewport (0, window_height/2, window_width/2, window_height/2);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluOrtho2D(0, window_width/2, window_height/2, 0);
}
if (loop==1) // 繪製右上角視口
{
glViewport (window_width/2, window_height/2, window_width/2, window_height/2);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective( 45.0, 1.0f, 0.1f, 500.0 );
}
if (loop==2) // 繪製右下角視口
{
glViewport (window_width/2, 0, window_width/2, window_height/2);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective( 45.0, 1.0f, 0.1f, 500.0 );
}
if (loop==3) // 繪製左下角視口
{
glViewport (0, 0, window_width/2, window_height/2);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective( 45.0, 1.0f, 0.1f, 500.0 );
}
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glClear (GL_DEPTH_BUFFER_BIT);
if (loop==0) // 繪製左上角的檢視
{
glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f); // 設定當前色為紅色
glVertex2i(window_width/2, 0 );
glColor3f(0.0f,1.0f,0.0f); // 設定當前色為綠色
glVertex2i(0, 0 );
glColor3f(0.0f,1.0f,1.0f); // 設定當前色為藍色
glVertex2i(0, window_height/2);
glColor3f(1.0f,1.0f,0.0f); // 設定當前色為紅色
glVertex2i(window_width/2, window_height/2);
glEnd();
}
if (loop==1) // 繪製右上角的檢視
{
glColor3f(1.0f,0.0f,1.0f);
glTranslatef(0.0f,0.0f,-9.0f);
glRotatef(rtri,1.0,1.0,0.0);
glBegin(GL_TRIANGLES); // 繪製三角形
glVertex3f( 0.0f, 1.0f, 0.0f); // 上頂點
glVertex3f(-1.0f,-1.0f, 0.0f); // 左下
glVertex3f( 1.0f,-1.0f, 0.0f); // 右下
glEnd(); // 三角形繪製結束
}
if (loop==2) // 繪製右下角的檢視
{
glTranslatef(0.0f,0.0f,-2.0f);
glRotatef(-45.0f,1.0f,0.0f,0.0f);
glRotatef(rtri,0.0f,0.0f,1.0f);
glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f); glVertex3f( 0.5f, 0.5f, 0.0f);
glColor3f(0.0f,1.0f,0.0f); glVertex3f(-0.5f, 0.5f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); glVertex3f(-0.5f, -1.0f, 0.0f);
glColor3f(0.0f,0.0f,0.0f); glVertex3f( 0.5f, -1.0f, 0.0f);
glEnd();
}
if (loop==3) // 繪製左下角的檢視
{
glColor3f(0.0f,0.0f,0.0f);
glTranslatef(0.0f,0.0f,-4.0f);
glRotatef(-rtri/2,1.0f,0.0f,0.0f);
glRotatef(-rtri/2,0.0f,1.0f,0.0f);
glRotatef(-rquad/2,0.0f,0.0f,1.0f);
glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f); glVertex3f( 0.5f, 0.5f, 0.0f);
glColor3f(0.0f,1.0f,0.0f); glVertex3f(-0.3f, 0.5f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); glVertex3f(-0.5f, -1.0f, 0.0f);
glColor3f(0.0f,0.0f,0.0f); glVertex3f( 0.5f, -1.0f, 0.0f);
glEnd();
}
}
rtri+=0.2f; // 旋轉變數
rquad-=0.15f; // 旋轉變數
SDL_GL_SwapBuffers( );
}
效果:
實現二:
void renderGL2()
{
//視口一 左下角
glEnable(GL_SCISSOR_TEST);
glScissor(0,0,window_width/2-1,window_height/2-1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glViewport(0,0,window_width/2-1,window_height/2-1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)window_width/(GLfloat)window_height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//繪製部分
glTranslatef(0.0f ,0.0f ,-5.0f );
glRotatef(rtri,0.0f ,1.0f ,0.0f );
//繪製一個三角錐
glBegin( GL_TRIANGLE_STRIP );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( 0.0, 1.0, 0.0 );
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f(-1.0, -1.0, 1.0 );
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 1.0, -1.0, 1.0 );
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f( 1.0, -1.0, -1.0 );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( 0.0, 1.0, 0.0 );
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f(-1.0, -1.0, 1.0 );
glEnd();
//視口二 左上角
glEnable(GL_SCISSOR_TEST);
glScissor(0,window_height/2+1,window_width/2-1,window_height/2-1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glViewport(0,window_height/2+1, window_width/2-1, window_height/2-1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)window_width/(GLfloat)window_height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//繪製部分
glColor3f(1.0f,0.0f,1.0f);
glTranslatef(0.0f,0.0f,-9.0f);
glRotatef(rtri,1.0,1.0,0.0);
glBegin(GL_TRIANGLES); // 繪製三角形
glVertex3f( 0.0f, 1.0f, 0.0f); // 上頂點
glVertex3f(-1.0f,-1.0f, 0.0f); // 左下
glVertex3f( 1.0f,-1.0f, 0.0f); // 右下
glEnd(); // 三角形繪製結束
//視口三 右下角
glEnable(GL_SCISSOR_TEST);
glScissor(window_width/2+1, 0, window_width/2-1, window_height/2-1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glViewport(window_width/2+1,0,window_width/2-1, window_height/2-1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)window_width/(GLfloat)window_height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//繪製部分
glTranslatef(0.0f,0.0f,-2.0f);
glRotatef(-45.0f,1.0f,0.0f,0.0f);
glRotatef(rtri,0.0f,0.0f,1.0f);
glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f); glVertex3f( 0.5f, 0.5f, 0.0f);
glColor3f(0.0f,1.0f,0.0f); glVertex3f(-0.5f, 0.5f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); glVertex3f(-0.5f, -1.0f, 0.0f);
glColor3f(0.0f,0.0f,0.0f); glVertex3f( 0.5f, -1.0f, 0.0f);
glEnd();
//視口四 右上角
glEnable(GL_SCISSOR_TEST);
glScissor(window_width/2+1, window_height/2+1, window_width/2-1, window_height/2-1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glViewport(window_width/2+1, window_height/2+1, window_width/2-1, window_height/2-1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)window_width/(GLfloat)window_height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//繪製部分
glColor3f(0.0f,0.0f,0.0f);
glTranslatef(0.0f,0.0f,-4.0f);
glRotatef(-rtri/2,1.0f,0.0f,0.0f);
glRotatef(-rtri/2,0.0f,1.0f,0.0f);
glRotatef(-rquad/2,0.0f,0.0f,1.0f);
glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f); glVertex3f( 0.5f, 0.5f, 0.0f);
glColor3f(0.0f,1.0f,0.0f); glVertex3f(-0.3f, 0.5f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); glVertex3f(-0.5f, -1.0f, 0.0f);
glColor3f(0.0f,0.0f,0.0f); glVertex3f( 0.5f, -1.0f, 0.0f);
glEnd();
rtri+=0.2f; // 旋轉變數
rquad-=0.15f; // 旋轉變數
SDL_GL_SwapBuffers( );
}
void initGL( int width, int height )
{
float ratio = (float) width / (float) height;
// Our shading model--Gouraud (smooth).
glShadeModel( GL_SMOOTH );
// Set the clear color.
glClearColor( 0, 0, 0, 0 );
// Setup our viewport.
glViewport( 0, 0, width, height );
//Change to the projection matrix and set our viewing volume.
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0, ratio, 1.0, 100.0 );
}
參考:OpenGL中的多視口-