Esempio n. 1
0
//设置视图与透视投影矩阵
void CCDirector::setMVP(){
    setViewport();
    
    CCSize size = m_obWinSizeInPoints;
    
    //获得眼睛位置
    //float zeye = this->getZEye();
    float zeye = m_obWinSizeInPoints.height / 1.1566f;
//    float zeye = 480.0f / 1.1566f;//算出来是1.1547 不知道哪里算错了
    
    Matrix44 matrixPerspective, matrixLookup;
    
    //设置当前矩阵为投影矩阵,对投影矩阵进行操作
    mglMatrixMode(KM_GL_PROJECTION);
    mglLoadIdentity();
//    matrixPerspective = mgluPerspective(60.0f/180.0f*M_PI, 640/480.0f, 0.1f, 2*zeye);
    matrixPerspective = mgluPerspective(60.0f/180.0f*M_PI, size.width/size.height, 0.1f, 2*zeye);
    mglMultMatrix(&matrixPerspective);
    
    //设置观察矩阵
    mglMatrixMode(KM_GL_MODELVIEW);
    mglLoadIdentity();
//    matrixLookup = mglLookAt(640.0f/2, 480.0f/2, zeye, 640.0f/2, 480.0f/2, 0.0f, 0, 1, 0.0f);
    matrixLookup = mglLookAt(size.width/2, size.height/2, zeye, size.width/2, size.height/2, 0.0f, 0.0f, 1.0f, 0.0f);
    mglMultMatrix(&matrixLookup);

}
Esempio n. 2
0
/**
 * Sets up the camera for the context.
 *
 * The current OpenGL matrix is modified.
 *
 * @param context
 *     The context.
 */
static void
camera_setup(Context *context)
{
    glMatrixMode(GL_MODELVIEW);
    mgluPerspective(45, context->gl.ratio, CAMERA_Z - 1.5, CAMERA_Z + 1.0);
    mgluLookAt(
        context->camera.x,
        context->maze.data->height - context->camera.y,
        CAMERA_Z,

        context->target.x,
        context->maze.data->height - context->target.y,
        TARGET_Z,

        0.1, 1.0, 0.0);
}