问题描述
我已经在OpenGL中完成编程,并且我知道如何使用gluOrtho()
在其中设置可见区域,但是OpenGL ES 2.0中不存在类似的功能.
I have done programming in OpenGL and I know how to set the viewable area in it with gluOrtho()
, but a function like this does not exist in OpenGL ES 2.0.
我将如何在OpenGL ES 2.0中做到这一点?
How would I do this in OpenGL ES 2.0?
P.S:我正在使用PowerVR SDK模拟器在Ubuntu 10.10中进行OpenGL ES 2.0开发.
P.S : I am doing my OpenGL ES 2.0 development in Ubuntu 10.10 with the PowerVR SDK emulator.
推荐答案
正如Nicol所建议的,您将要建立一个正交投影矩阵.例如,我用来执行此操作的Objective-C方法如下:
As Nicol suggests, you'll want to set up an orthographic projection matrix. For example, an Objective-C method I use to do this is as follows:
- (void)loadOrthoMatrix:(GLfloat *)matrix left:(GLfloat)left right:(GLfloat)right bottom:(GLfloat)bottom top:(GLfloat)top near:(GLfloat)near far:(GLfloat)far;
{
GLfloat r_l = right - left;
GLfloat t_b = top - bottom;
GLfloat f_n = far - near;
GLfloat tx = - (right + left) / (right - left);
GLfloat ty = - (top + bottom) / (top - bottom);
GLfloat tz = - (far + near) / (far - near);
matrix[0] = 2.0f / r_l;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = tx;
matrix[4] = 0.0f;
matrix[5] = 2.0f / t_b;
matrix[6] = 0.0f;
matrix[7] = ty;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = 2.0f / f_n;
matrix[11] = tz;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = 0.0f;
matrix[15] = 1.0f;
}
即使您不熟悉Objective-C方法的语法,该代码的C主体也应易于遵循.矩阵定义为
Even if you're not familiar with Objective-C method syntax, the C body of this code should be easy to follow. The matrix is defined as
GLfloat orthographicMatrix[16];
然后,您可以使用以下代码将其应用于顶点着色器中,以调整顶点的位置:
You would then apply this within your vertex shader to adjust the locations of your vertices, using code like the following:
gl_Position = modelViewProjMatrix * position * orthographicMatrix;
基于此,您应该能够设置显示空间的各种限制以适应您的几何形状.
Based on this, you should be able to set the various limits of your display space to accommodate your geometry.
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