OpenGL未按预期旋转场景

OpenGL rotate scene not as expected

本文关键字:旋转 OpenGL      更新时间:2023-10-16

使用我的代码,当我旋转Modelview时;它单独旋转每个对象
我正在尝试旋转整个视图平面。我该怎么做?

我知道gluLookAt,但我正在努力理解它背后的数学原理。

这是我的代码:
Prepare_scene仅在opengl初始化和窗口重塑时调用

// 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);

渲染称为每个绘图帧

// 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);

停止对GL_PROJECTION堆栈进行奇怪的相机/对象填充。

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();