• OpenGL第三节:Viewport视口


    LOpengGL.h://不变

    LUtil.h  //添加枚举

    enum ViewPortMode
    {
      VIEWPORT_MODE_FULL,  //全屏
      VIEWPORT_MODE_HALF_CENTER, //中间
      VIEWPORT_MODE_HALF_TOP,//中间上
      VIEWPORT_MODE_QUAD,//四个小方块
      VIEWPORT_MODE_RADAR//雷达
    };

    LUtil.cpp:

    #include "LUtil.h"

    bool initGL()
    {
      glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT );//设置视口为全屏,参数分别为x,y,w,h

      ......//其他的不变

    }


    void render()//freeglut的坐标是这样的:(0,0)在左下角,也就是x向右变大,y向上变大。不同的库实现时的坐标系统不同,不能一概而论。而OpenGL本身的坐标系统是(0,0)在左上角。
    {
      glClear( GL_COLOR_BUFFER_BIT );

      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();//重置模型矩阵为单位矩阵

      glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );//移动到屏幕中心,参数分别为x,y,z

      if( gViewportMode == VIEWPORT_MODE_FULL )//全屏
      {
        glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT );

        glBegin( GL_QUADS );
          glColor3f( 1.f, 0.f, 0.f );
          glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
          glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
          glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
          glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
        glEnd();
      }
      else if( gViewportMode == VIEWPORT_MODE_HALF_CENTER )//中心
      {
        glViewport( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );

        glBegin( GL_QUADS );
          glColor3f( 0.f, 1.f, 0.f );
          glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
          glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
          glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
          glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
        glEnd();
      }
      else if( gViewportMode == VIEWPORT_MODE_HALF_TOP )
      {
        glViewport( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//上边

        glBegin( GL_QUADS );
          glColor3f( 0.f, 0.f, 1.f );
          glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
          glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
          glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
          glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
        glEnd();
      }
      else if( gViewportMode == VIEWPORT_MODE_QUAD )//四个小方块
      {
        glViewport( 0.f, 0.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//左下
        glBegin( GL_QUADS );
          glColor3f( 1.f, 0.f, 0.f );
          glVertex2f( -SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
          glVertex2f( SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
          glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
          glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
        glEnd();

        glViewport( SCREEN_WIDTH / 2.f, 0.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//右下
        glBegin( GL_QUADS );
          glColor3f( 0.f, 1.f, 0.f );
          glVertex2f( -SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
          glVertex2f( SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
          glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
          glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
        glEnd();

        glViewport( 0.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//左上
        glBegin( GL_QUADS );
          glColor3f( 0.f, 0.f, 1.f );
          glVertex2f( -SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
          glVertex2f( SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
          glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
          glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
        glEnd();

        glViewport( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//右上
        glBegin( GL_QUADS );
          glColor3f( 1.f, 1.f, 0.f );
          glVertex2f( -SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
          glVertex2f( SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
          glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
          glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
        glEnd();
      }
      else if( gViewportMode == VIEWPORT_MODE_RADAR )//雷达
      {
        glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT );//大的
        glBegin( GL_QUADS );
          glColor3f( 1.f, 1.f, 1.f );
          glVertex2f( -SCREEN_WIDTH / 8.f, -SCREEN_HEIGHT / 8.f );
          glVertex2f( SCREEN_WIDTH / 8.f, -SCREEN_HEIGHT / 8.f );
          glVertex2f( SCREEN_WIDTH / 8.f, SCREEN_HEIGHT / 8.f );
          glVertex2f( -SCREEN_WIDTH / 8.f, SCREEN_HEIGHT / 8.f );
          glColor3f( 0.f, 0.f, 0.f );
          glVertex2f( -SCREEN_WIDTH / 16.f, -SCREEN_HEIGHT / 16.f );
          glVertex2f( SCREEN_WIDTH / 16.f, -SCREEN_HEIGHT / 16.f );
          glVertex2f( SCREEN_WIDTH / 16.f, SCREEN_HEIGHT / 16.f );
          glVertex2f( -SCREEN_WIDTH / 16.f, SCREEN_HEIGHT / 16.f );
        glEnd();

        glViewport( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//小的
        glBegin( GL_QUADS );
          glColor3f( 1.f, 1.f, 1.f );
          glVertex2f( -SCREEN_WIDTH / 8.f, -SCREEN_HEIGHT / 8.f );
          glVertex2f( SCREEN_WIDTH / 8.f, -SCREEN_HEIGHT / 8.f );
          glVertex2f( SCREEN_WIDTH / 8.f, SCREEN_HEIGHT / 8.f );
          glVertex2f( -SCREEN_WIDTH / 8.f, SCREEN_HEIGHT / 8.f );
          glColor3f( 0.f, 0.f, 0.f );
          glVertex2f( -SCREEN_WIDTH / 16.f, -SCREEN_HEIGHT / 16.f );
          glVertex2f( SCREEN_WIDTH / 16.f, -SCREEN_HEIGHT / 16.f );
          glVertex2f( SCREEN_WIDTH / 16.f, SCREEN_HEIGHT / 16.f );
          glVertex2f( -SCREEN_WIDTH / 16.f, SCREEN_HEIGHT / 16.f );
        glEnd();
      }

      glutSwapBuffers();//刷新屏幕
    }

    void handleKeys( unsigned char key, int x, int y )
    {
    if( key == 'q' )//按下q键
    {

      gViewportMode++;//枚举默认值是0,1,2.。。。
      if( gViewportMode > VIEWPORT_MODE_RADAR )
      {
        gViewportMode = VIEWPORT_MODE_FULL;
      }
      }
    }

    ...其他文件内容不变

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  • 原文地址:https://www.cnblogs.com/yongfengnice/p/7874650.html
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