OpenGL旋转场景不如预期
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【中文标题】OpenGL旋转场景不如预期【英文标题】:OpenGL rotate scene not as expected 【发布时间】:2015-07-04 02:03:41 【问题描述】:使用我的代码,当我旋转模型视图时;它单独旋转每个对象。 我正在尝试旋转整个视图平面。我怎样才能做到这一点?
我知道 gluLookAt,但我正试图了解这背后的数学原理。
这是我的代码: Prepare_scene 仅在 opengl init 和窗口重塑时调用
// prepare_scene
glViewport(0, 0, windowWidth, windowHeight);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, windowWidth, 0, windowHeight, 0, 40);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POINT_SMOOTH);
glPointSize(4);
glClearColor(0.0f, 0.0f, 0.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
每个绘图帧都会调用渲染
// render
glClearColor(0.0f, 0.0f, 0.0f, 1); // black
//glClearColor(1.0f, 1.0f, 1.0f, 1); // white
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// try to control the camera
// push_matrix (and at the end of render, add pop_matrix)
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(eye_x, eye_y, eye_z);
glRotatef(x_angular, 0, 1, 0);
// Go back to projection mode
glMatrixMode(GL_PROJECTION);
GLfloat mat_black[] = 0.0,0.0,0.0, 1.0;
// Transparent white-grey window
GLfloat mat_specular_w[] = 0.8,0.88,0.88, 1.0;
GLfloat mat_shine_w[] = 20.0;
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular_w);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_specular_w);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_specular_w);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shine_w);
// for each object in objects:
glPushMatrix();
// object "world coordinates"
// in glTranslatef(x,y,z); // z is always 0; for this test
glTranslatef( (*obj_i)->anchor[0] , (*obj_i)->anchor[1], (*obj_i)->anchor[2]);
glutWireSphere((*obj_i)->r, 15, 15);
//glutSolidSphere((*obj_i)->r, 30, 30); // (*obj_i)->r
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glFlush();
SwapBuffers(hdc);
【问题讨论】:
【参考方案1】:Stop doin' weird camera/object stuff the GL_PROJECTION
堆栈。
将其保存为GL_MODELVIEW
:
// Every frame
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// do projection matrix stuff here (gluPerspective(), glOrtho(), etc.)
glOrtho(0, windowWidth, 0, windowHeight, 0, 40);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// do camera transform (gluLookAt(), etc.) here
// I'm guessing this was your camera transform(s):
glTranslatef(eye_x, eye_y, eye_z);
glRotatef(x_angular, 0, 1, 0);
// foreach object:
glPushMatrix();
// do whatever
glTranslatef( (*obj_i)->anchor[0] , (*obj_i)->anchor[1], (*obj_i)->anchor[2]);
...
glPopMatrix();
【讨论】:
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