LOpengGL.h://不變it
LUtil.h //添加枚舉移動
enum ViewPortMode
{
VIEWPORT_MODE_FULL, //全屏
VIEWPORT_MODE_HALF_CENTER, //中間
VIEWPORT_MODE_HALF_TOP,//中間上
VIEWPORT_MODE_QUAD,//四個小方塊
VIEWPORT_MODE_RADAR//雷達
};文件
LUtil.cpp:枚舉
#include "LUtil.h"參數
bool initGL()
{
glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT );//設置視口爲全屏,參數分別爲x,y,w,hvoid
......//其餘的不變模型
}render
void render()//freeglut的座標是這樣的:(0,0)在左下角,也就是x向右變大,y向上變大。不一樣的庫實現時的座標系統不一樣,不能一律而論。而OpenGL自己的座標系統是(0,0)在左上角。
{
glClear( GL_COLOR_BUFFER_BIT );系統
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//重置模型矩陣爲單位矩陣
glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );//移動到屏幕中心,參數分別爲x,y,z
if( gViewportMode == VIEWPORT_MODE_FULL )//全屏
{
glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT );
glBegin( GL_QUADS );
glColor3f( 1.f, 0.f, 0.f );
glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
glEnd();
}
else if( gViewportMode == VIEWPORT_MODE_HALF_CENTER )//中心
{
glViewport( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
glBegin( GL_QUADS );
glColor3f( 0.f, 1.f, 0.f );
glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
glEnd();
}
else if( gViewportMode == VIEWPORT_MODE_HALF_TOP )
{
glViewport( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//上邊
glBegin( GL_QUADS );
glColor3f( 0.f, 0.f, 1.f );
glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f );
glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );
glEnd();
}
else if( gViewportMode == VIEWPORT_MODE_QUAD )//四個小方塊
{
glViewport( 0.f, 0.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//左下
glBegin( GL_QUADS );
glColor3f( 1.f, 0.f, 0.f );
glVertex2f( -SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
glVertex2f( SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
glEnd();
glViewport( SCREEN_WIDTH / 2.f, 0.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//右下
glBegin( GL_QUADS );
glColor3f( 0.f, 1.f, 0.f );
glVertex2f( -SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
glVertex2f( SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
glEnd();
glViewport( 0.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//左上
glBegin( GL_QUADS );
glColor3f( 0.f, 0.f, 1.f );
glVertex2f( -SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
glVertex2f( SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
glEnd();
glViewport( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//右上
glBegin( GL_QUADS );
glColor3f( 1.f, 1.f, 0.f );
glVertex2f( -SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
glVertex2f( SCREEN_WIDTH / 4.f, -SCREEN_HEIGHT / 4.f );
glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f );
glEnd();
}
else if( gViewportMode == VIEWPORT_MODE_RADAR )//雷達
{
glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT );//大的
glBegin( GL_QUADS );
glColor3f( 1.f, 1.f, 1.f );
glVertex2f( -SCREEN_WIDTH / 8.f, -SCREEN_HEIGHT / 8.f );
glVertex2f( SCREEN_WIDTH / 8.f, -SCREEN_HEIGHT / 8.f );
glVertex2f( SCREEN_WIDTH / 8.f, SCREEN_HEIGHT / 8.f );
glVertex2f( -SCREEN_WIDTH / 8.f, SCREEN_HEIGHT / 8.f );
glColor3f( 0.f, 0.f, 0.f );
glVertex2f( -SCREEN_WIDTH / 16.f, -SCREEN_HEIGHT / 16.f );
glVertex2f( SCREEN_WIDTH / 16.f, -SCREEN_HEIGHT / 16.f );
glVertex2f( SCREEN_WIDTH / 16.f, SCREEN_HEIGHT / 16.f );
glVertex2f( -SCREEN_WIDTH / 16.f, SCREEN_HEIGHT / 16.f );
glEnd();
glViewport( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f );//小的
glBegin( GL_QUADS );
glColor3f( 1.f, 1.f, 1.f );
glVertex2f( -SCREEN_WIDTH / 8.f, -SCREEN_HEIGHT / 8.f );
glVertex2f( SCREEN_WIDTH / 8.f, -SCREEN_HEIGHT / 8.f );
glVertex2f( SCREEN_WIDTH / 8.f, SCREEN_HEIGHT / 8.f );
glVertex2f( -SCREEN_WIDTH / 8.f, SCREEN_HEIGHT / 8.f );
glColor3f( 0.f, 0.f, 0.f );
glVertex2f( -SCREEN_WIDTH / 16.f, -SCREEN_HEIGHT / 16.f );
glVertex2f( SCREEN_WIDTH / 16.f, -SCREEN_HEIGHT / 16.f );
glVertex2f( SCREEN_WIDTH / 16.f, SCREEN_HEIGHT / 16.f );
glVertex2f( -SCREEN_WIDTH / 16.f, SCREEN_HEIGHT / 16.f );
glEnd();
}
glutSwapBuffers();//刷新屏幕
}
void handleKeys( unsigned char key, int x, int y )
{
if( key == 'q' )//按下q鍵
{
gViewportMode++;//枚舉默認值是0,1,2.。。。
if( gViewportMode > VIEWPORT_MODE_RADAR )
{
gViewportMode = VIEWPORT_MODE_FULL;
}
}
}
...其餘文件內容不變