• OpenGL的glViewPort窗口设置函数实现分屏


    之前实现过全景图片查看(OpenGL的几何变换3之内观察全景图),那么我们需要进行分屏该如何实现呢?如下图:

    没错就是以前提过的glViewPort函数,废话不多说了,我直接上代码:

     1 //从这里开始进行所有的绘制
     2 void drawCube(void)
     3 {
     4     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    //清除屏幕和深度缓存
     5     glMatrixMode(GL_MODELVIEW);
     6     glLoadIdentity();    //重置当前的模型观察矩阵
     7 
     8     glPushMatrix();
     9     {
    10         gluLookAt(0, 0, -5, 0, 0, 0, 0, 1, 0);
    11         glTranslatef(0.0f, 0.0f, -5.0f);    //移入屏幕 5 个单位
    12         glRotatef(xangle_Textures, 1.0f, 0.0f, 0.0f);    //绕X轴旋转
    13         glRotatef(yangle_Textures, 0.0f, 1.0f, 0.0f);    //绕Y轴旋转
    14         glRotatef(zangle_Textures, 0.0f, 0.0f, 1.0f);    //绕Z轴旋转
    15         for (int i = 0; i < 2; i++) {
    16             glViewport(i * w_Textures, 0, w_Textures, h_Textures);
    17             glBindTexture(GL_TEXTURE_2D, texturesArr[0]);    //选择纹理
    18             glBegin(GL_QUADS); {
    19                 //前面:纹理顺时针,立方体逆时针
    20                 glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);    //纹理和四边形的左下
    21                 glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);    //纹理和四边形的左上
    22                 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);    //纹理和四边形的右上
    23                 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);    //纹理和四边形的右下
    24             }glEnd();
    25     
    26             glBindTexture(GL_TEXTURE_2D, texturesArr[1]);    //选择纹理
    27             glBegin(GL_QUADS); {
    28                 //后面:纹理顺时针,立方体逆时针
    29                 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);    //纹理和四边形的左下
    30                 glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);    //纹理和四边形的左上
    31                 glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);    //纹理和四边形的右上
    32                 glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);    //纹理和四边形的右下
    33             }glEnd();
    34     
    35             glBindTexture(GL_TEXTURE_2D, texturesArr[2]);    //选择纹理
    36             glBegin(GL_QUADS); {
    37                 //顶面:纹理顺时针,立方体逆时针
    38                 glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);    //纹理和四边形的左下
    39                 glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);    //纹理和四边形的左上
    40                 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);    //纹理和四边形的右上
    41                 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);    //纹理和四边形的右下
    42             }glEnd();
    43     
    44             glBindTexture(GL_TEXTURE_2D, texturesArr[3]);    //选择纹理
    45             glBegin(GL_QUADS); {
    46                 //底面:纹理顺时针,立方体逆时针
    47                 glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);    //纹理和四边形的左下
    48                 glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f,  1.0f);    //纹理和四边形的左上
    49                 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f,  1.0f);    //纹理和四边形的右上
    50                 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);    //纹理和四边形的右下
    51             }glEnd();
    52     
    53             glBindTexture(GL_TEXTURE_2D, texturesArr[5]);    //选择纹理
    54             glBegin(GL_QUADS); {
    55                 //右面:纹理顺时针,立方体逆时针
    56                 glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);    //纹理和四边形的左下
    57                 glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);    //纹理和四边形的左上
    58                 glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);    //纹理和四边形的右上
    59                 glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);    //纹理和四边形的右下
    60             }glEnd();
    61     
    62             glBindTexture(GL_TEXTURE_2D, texturesArr[4]);    //选择纹理
    63             glBegin(GL_QUADS); {
    64                 //左面:纹理顺时针,立方体逆时针
    65 
    66                 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);    //纹理和四边形的左下
    67                 glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);    //纹理和四边形的左上
    68                 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);    //纹理和四边形的右上
    69                 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);    //纹理和四边形的右下
    70             }glEnd();
    71         }
    72     }glPopMatrix();
    73     glFlush();
    74 }
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  • 原文地址:https://www.cnblogs.com/1024Planet/p/5682224.html
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