Пример #1
0
void ReSizeGLScene(int Width, int Height)
{
  int xRange = 10, yRange = 10, zRange = 100;
  windowWidth=Width;
  windowHeight=Height;
  if (Height==0)
    Height=1;

  glViewport(0, 0, Width, Height);

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();

  if(useMyOrtho) {
    if (Width <= Height)
      myOrtho (-xRange, xRange, -yRange*Height/Width, yRange*Height/Width, -zRange, zRange);
    else
      myOrtho (-xRange*Width/Height, xRange*Width/Height, -yRange, yRange, -zRange, zRange);  
  } else {
    if (Width <= Height)
      glOrtho (-xRange, xRange, -yRange*Height/Width, yRange*Height/Width, -zRange, zRange);
    else
      glOrtho (-xRange*Width/Height, xRange*Width/Height, -yRange, yRange, -zRange, zRange);  
  }
  /*
  glLoadIdentity();
  gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
  */
  glMatrixMode(GL_MODELVIEW);
}
Пример #2
0
void updateProjection(int width, int height){
  float projectionTransform[16];
  glViewport( 0, 0, (GLsizei)width, (GLsizei)height );
  double ratio = double(width) / double(height);
  glMatrixMode( GL_PROJECTION );
  if( isPerspective && useGLPerspective){
    // perspective and use OpenGL
    glPushMatrix( );
    glLoadIdentity( );
    gluPerspective(90.0, ratio, 1.0, 25.0);
    glGetFloatv(GL_PROJECTION_MATRIX, projectionTransform);
    glPopMatrix( );
  }else if( isPerspective && !useGLPerspective ){
    // perspective and do not use OpenGL
    myPerspective(projectionTransform, 90.0, ratio, 1.0, 25.0);
  }else if( !isPerspective && useGLPerspective ){
    // orthographic and use OpenGL
    glPushMatrix( );
    glLoadIdentity( );
    glOrtho(-7.0, 7.0, -7.0, 7.0, 1.0, 25.0);
    glGetFloatv(GL_PROJECTION_MATRIX, projectionTransform);
    glPopMatrix( );
  }else if( !isPerspective && !useGLPerspective ){
    // orthographic and do not use OpenGL
    myOrtho(projectionTransform, -7.0, 7.0, -7.0, 7.0, 1.0, 25.0);
  }
  glLoadMatrixf(projectionTransform);
}
Пример #3
0
int main()
{
	//init vertex
	Vector3f v1 = Vector3f(0.3, 0.3, 0.3);
	Vector3f v2 = Vector3f(0.3, 0.3, 0.6);
	//print Vertex
	puts("Init Vertex");
	PrintVertex(v1); PrintVertex(v2);
	//set Camera
	myLookAt(Vector3f(0.0, 0.0, 2.0), Vector3f(0.0, 0.0, 0.0), Vector3f(0.0, 1.0, 0.0));
	
	//set Ortho
	myOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
	//print Vertex
	puts("Ortho");
	PrintVertex(DrawVertex(v1)); PrintVertex(DrawVertex(v2));
	
	//set Frustum
	myFrustum(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
	//print Vertex
	puts("Frustum");
	PrintVertex(DrawVertex(v1)); PrintVertex(DrawVertex(v2));

	getchar();
	return 0;
}
Пример #4
0
void adjustCamera(){
	glMatrixMode( GL_PROJECTION );
	glLoadIdentity();
	if(curBallCamera){
		if( balls.size() <=0 ){
			myOrtho(cannonBaseX , cannonBaseY);
		}
		else{
			myOrtho( balls[balls.size()-1]->ballX ,balls[balls.size()-1]->ballY);
		}
	}
	else if(cannonCamera){
		myOrtho(cannonBaseX , cannonBaseY);
	}
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}