在调整窗口大小时保留 2D 对象的纵横比

PSU*_*PSU 4 opengl

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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gen*_*ult 5

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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Ifa*_*bal 5

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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