OpenGL-如何调整窗口大小

OpenGL - how to fit a window on resize

本文关键字:调整 窗口大小 何调整 OpenGL-      更新时间:2023-10-16

我有一个以窗口屏幕为中心的形状。现在调整窗口大小时,它保持不变(宽度和高度相同)。在调整大小的同时保持其纵横比的最佳方式是什么?

const int WIDTH = 490;
const int HEIGHT = 600;
/**
* render scene
*/
void renderScene(void)
{
    //clear all data on scene
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    //set white bg color
    glClearColor(1, 1, 1, 1);
    glColor3ub(153, 153, 255);
    glBegin(GL_POLYGON);
        glVertex2f(60, 310);
        glVertex2f(245, 50);
        glVertex2f(430, 310);
        glVertex2f(245, 530);
    glEnd();
    glutSwapBuffers();
}
/**
* reshape scene
*/
void reshapeScene(GLint width, GLint height)
{
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glViewport(0, 0, width, height);
    gluOrtho2D(0, width, height, 0);
    glMatrixMode(GL_MODELVIEW);
    glutPostRedisplay();
}
/**
* entry point
*/
int main(int argc, char **argv)
{
    //set window properties
    glutInit(&argc, argv);  
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
    glutInitWindowSize(WIDTH, HEIGHT);
    glutInitWindowPosition((glutGet(GLUT_SCREEN_WIDTH)-WIDTH)/2, (glutGet(GLUT_SCREEN_HEIGHT)-HEIGHT)/2);
    glutCreateWindow("Test Window");
    //paste opengl version in console
    printf((const char*)glGetString(GL_VERSION));
    //register callbacks
    glutDisplayFunc(renderScene);
    glutReshapeFunc(reshapeScene);
    //start animation
    glutMainLoop();
    return 0;
}

感谢

顶部:

const int WIDTH = 490;
const int HEIGHT = 600;
const float ASPECT = float(WIDTH)/HEIGHT;   // desired aspect ratio

然后reshapeScene:

void reshapeScene(GLint width, GLint height)
{
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    int w = height * ASPECT;           // w is width adjusted for aspect ratio
    int left = (width - w) / 2;
    glViewport(left, 0, w, height);       // fix up the viewport to maintain aspect ratio
    gluOrtho2D(0, WIDTH, HEIGHT, 0);   // only the window is changing, not the camera
    glMatrixMode(GL_MODELVIEW);
    glutPostRedisplay();
}

因为您没有将窗口的大小限制为特定的纵横比,所以需要从两个维度(此处为高度)中选择一个来驱动视口重塑,并根据该高度和所需的纵横比计算调整后的宽度。参见上文调整后的glViewport调用。

此外,gluOrtho2D本质上就是你的相机。由于您没有移动太多相机或对象,因此不需要更改(因此它只使用初始WIDTHHEIGHT)。