我有一个 Windows (XP) 应用程序,需要在窗口中显示一个二维矩形。矩形不得被剪裁(即必须始终完全位于视口内),并且在调整大小时必须保留其纵横比。目前,处理布局的方法会扭曲矩形的纵横比以匹配窗口。我希望矩形缩放到窗口并在窗口中居中(同样,不进行裁剪)。目前的方法如下。lWinDist 和 lMaxDepth 是要显示的矩形的宽度和高度(如果重要的话,以 48 英寸为单位):
void CRoRRecView::RedoLayout( long lWinDist, long lMaxDepth )
{
CDC* pDC = GetDC() ;
if ( pDC != NULL )
{
m_lWinDist = lWinDist;
GetClientRect( m_rectClient ) ;
int nClientWidth = m_rectClient.Width();
int nClientHeight = m_rectClient.Height();
glViewport( 0, 0, nClientWidth, nClientHeight );
glMatrixMode( GL_PROJECTION);
glLoadIdentity();
m_fWinXDist = (float) lWinDist ;
m_fWinYDist = lMaxDepth ;
m_fAspectRatio = m_fWinXDist / m_fWinYDist;
glOrtho(0.0, m_fWinXDist, 0.0, m_fWinYDist, -1, 1 ) ;
glRotatef(180.0, 0,1,0);
glTranslatef( (float)(-1 * lWinDist),0,0 ); // Translate across the x axis
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
ReleaseDC( pDC ) ;
}
}
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这个应该按预期扩展:
// g++ main.cpp -lglut -lGL
#include <GL/glut.h>
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
double ar = w / h;
glOrtho( -2 * ar, 2 * ar, -2, 2, -1, 1);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3ub( 255, 0, 0 );
glBegin( GL_QUADS );
glVertex2i( -1, -1 );
glVertex2i( 1, -1 );
glVertex2i( 1, 1 );
glVertex2i( -1, 1 );
glEnd();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "Aspect Ratio" );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
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试试这个重塑功能。它将保留您的纵横比,调整对象大小,并使视口居中。
// initial window screen size
int WIDTH = 400;
int HEIGHT = 300;
// reshape function, call with glutReshapeFunc(reshape) in yout main function
void reshape(int width, int height) {
const float ar_origin = (float) WIDTH / (float) HEIGHT;
const float ar_new = (float) width / (float) height;
float scale_w = (float) width / (float) WIDTH;
float scale_h = (float) height / (float) HEIGHT;
if (ar_new > ar_origin) {
scale_w = scale_h;
} else {
scale_h = scale_w;
}
float margin_x = (width - WIDTH * scale_w) / 2;
float margin_y = (height - HEIGHT * scale_h) / 2;
glViewport(margin_x, margin_y, WIDTH * scale_w, HEIGHT * scale_h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WIDTH / ar_origin, 0, HEIGHT / ar_origin, 0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
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