opengl 如何在2D中正确平移和缩放?

lztngnrs  于 2022-11-04  发布在  其他
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所有我想做的是创建一个真正简单的平移和缩放功能在2D与OpenGL通过pyglet。正如你所看到的,缩放是完美的工作后,第一次跳转:(然后再一次,拖动(平移)也工作,但它也跳转(它跳转了一个相当大的)。
下面是我的简化代码和一个视频(pyglet_test.mp4),展示了它的行为:

import pyglet
from pyglet.gl import *

# Zooming constants

ZOOM_IN_FACTOR = 1.2
ZOOM_OUT_FACTOR = 1/ZOOM_IN_FACTOR

class App(pyglet.window.Window):

    def __init__(self, width, height, *args,**kwargs):
        # Create GL configuration
        conf = Config(  sample_buffers=1,
                        samples=4,
                        depth_size=16,
                        double_buffer=True )
        # Initialize parent
        super().__init__( width, height, config=conf, *args,**kwargs )

        # Create Group
        self.group = group = pyglet.graphics.Group()
        # Create Batch
        self.batch = batch = pyglet.graphics.Batch()

        # Create QUAD for testing and add it to batch
        batch.add(
            4, GL_QUADS, group,

            ('v2i', ( -50, -50,
                       50, -50,
                       50,  50,
                      -50,  50 )),

            ('c3B', ( 255,   0,   0,
                      255, 255,   0,
                        0, 255,   0,
                        0,   0, 255 ))
        )

        # Initialize OpenGL
        self.init_gl()

        # Initialize camera values
        self.camera_x = 0
        self.camera_y = 0
        self.camera_zoom = 1

    def init_gl(self):
        # Set clear color
        glClearColor(0/255, 0/255, 0/255, 0/255)

        # Set antialiasing
        glEnable( GL_LINE_SMOOTH )
        glEnable( GL_POLYGON_SMOOTH )
        glHint( GL_LINE_SMOOTH_HINT, GL_NICEST )

        # Set alpha blending
        glEnable( GL_BLEND )
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )

        # Set viewport
        glViewport( 0, 0, self.width, self.height )

        # Initialize Projection matrix
        glMatrixMode( GL_PROJECTION )
        glLoadIdentity()

        # Set orthographic projection matrix
        glOrtho( 0, self.width, 0, self.height, 1, -1 )

        # Initialize Modelview matrix
        glMatrixMode( GL_MODELVIEW )
        glLoadIdentity()

        # Save the default modelview matrix
        glPushMatrix()

    def on_resize(self, width, height):
        # Initialize OpenGL for new dimensions
        self.width  = width
        self.height = height
        self.init_gl()

    def camera_matrix(transformations):

        # Create camera setter function
        def set_camera(self):
            # Take saved matrix off the stack and reset it
            glMatrixMode( GL_MODELVIEW )
            glPopMatrix()
            glLoadIdentity()
            # Call wrapped function
            transformations(self)
            # Save default matrix again with camera translation
            glPushMatrix()

        # Return wrapper function
        return set_camera

    @camera_matrix
    def move_camera(self):
        # Move to camera position
        glTranslatef( self.camera_x, self.camera_y, 0 )
        # Scale camera
        glScalef( self.camera_zoom, self.camera_zoom, 1 )

    @camera_matrix
    def zoom_camera(self):
        # Move to camera position
        glTranslatef( self.camera_x, self.camera_y, 0 )
        # Scale camera
        glScalef( self.camera_zoom, self.camera_zoom, 1 )
        # Move back from camera position
        glTranslatef( -self.camera_x, -self.camera_y, 0 )

    def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
        # Move camera
        self.camera_x += dx
        self.camera_y += dy
        self.move_camera()

    def on_mouse_scroll(self, x, y, dx, dy):
        # Get scale factor
        f = ZOOM_IN_FACTOR if dy < 0 else ZOOM_OUT_FACTOR if dy > 0 else 1
        # If zoom_level is in the proper range
        if .2 < self.camera_zoom*f < 5:
            # Zoom camera
            self.camera_x = x
            self.camera_y = y
            self.camera_zoom *= f
            self.zoom_camera()

    def on_draw(self):
        # Clear window with ClearColor
        glClear( GL_COLOR_BUFFER_BIT )

        # Pop default matrix onto current matrix
        glMatrixMode( GL_MODELVIEW )
        glPopMatrix()

        # Save default matrix again
        glPushMatrix()

        # Move to center of the screen
        glTranslatef( self.width/2, self.height/2, 0 )

        # Draw objects
        self.batch.draw()

    def run(self):
        pyglet.app.run()

# Create instance of app and run it

App(500, 500).run()
9bfwbjaz

9bfwbjaz1#

又是一天的煎熬之后,我终于找到了解决的办法:在2D中,执行基于鼠标坐标(枢轴点)的缩放和右键单击并拖动平移而不跳转的最简单方法是使用glOrtho()函数更改投影矩阵。
这是我的原始代码的简化版本--如果您使用的是Pyglet,数据量很大,您应该考虑使用Groups和Batches,但是为了更容易理解,我在这里使用了glBegin()glColor()glVertex()glEnd()函数来绘制。

import pyglet
from pyglet.gl import *

# Zooming constants

ZOOM_IN_FACTOR = 1.2
ZOOM_OUT_FACTOR = 1/ZOOM_IN_FACTOR

class App(pyglet.window.Window):

    def __init__(self, width, height, *args,**kwargs):
        conf = Config(sample_buffers=1,
                      samples=4,
                      depth_size=16,
                      double_buffer=True)
        super().__init__(width, height, config=conf, *args,**kwargs)

        #Initialize camera values
        self.left   = 0
        self.right  = width
        self.bottom = 0
        self.top    = height
        self.zoom_level = 1
        self.zoomed_width  = width
        self.zoomed_height = height

    def init_gl(self, width, height):
        # Set clear color
        glClearColor(0/255, 0/255, 0/255, 0/255)

        # Set antialiasing
        glEnable( GL_LINE_SMOOTH )
        glEnable( GL_POLYGON_SMOOTH )
        glHint( GL_LINE_SMOOTH_HINT, GL_NICEST )

        # Set alpha blending
        glEnable( GL_BLEND )
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )

        # Set viewport
        glViewport( 0, 0, width, height )

    def on_resize(self, width, height):
        # Set window values
        self.width  = width
        self.height = height
        # Initialize OpenGL context
        self.init_gl(width, height)

    def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
        # Move camera
        self.left   -= dx*self.zoom_level
        self.right  -= dx*self.zoom_level
        self.bottom -= dy*self.zoom_level
        self.top    -= dy*self.zoom_level

    def on_mouse_scroll(self, x, y, dx, dy):
        # Get scale factor
        f = ZOOM_IN_FACTOR if dy > 0 else ZOOM_OUT_FACTOR if dy < 0 else 1
        # If zoom_level is in the proper range
        if .2 < self.zoom_level*f < 5:

            self.zoom_level *= f

            mouse_x = x/self.width
            mouse_y = y/self.height

            mouse_x_in_world = self.left   + mouse_x*self.zoomed_width
            mouse_y_in_world = self.bottom + mouse_y*self.zoomed_height

            self.zoomed_width  *= f
            self.zoomed_height *= f

            self.left   = mouse_x_in_world - mouse_x*self.zoomed_width
            self.right  = mouse_x_in_world + (1 - mouse_x)*self.zoomed_width
            self.bottom = mouse_y_in_world - mouse_y*self.zoomed_height
            self.top    = mouse_y_in_world + (1 - mouse_y)*self.zoomed_height

    def on_draw(self):
        # Initialize Projection matrix
        glMatrixMode( GL_PROJECTION )
        glLoadIdentity()

        # Initialize Modelview matrix
        glMatrixMode( GL_MODELVIEW )
        glLoadIdentity()
        # Save the default modelview matrix
        glPushMatrix()

        # Clear window with ClearColor
        glClear( GL_COLOR_BUFFER_BIT )

        # Set orthographic projection matrix
        glOrtho( self.left, self.right, self.bottom, self.top, 1, -1 )

        # Draw quad
        glBegin( GL_QUADS )
        glColor3ub( 0xFF, 0, 0 )
        glVertex2i( 10, 10 )

        glColor3ub( 0xFF, 0xFF, 0 )
        glVertex2i( 110, 10 )

        glColor3ub( 0, 0xFF, 0 )
        glVertex2i( 110, 110 )

        glColor3ub( 0, 0, 0xFF )
        glVertex2i( 10, 110 )
        glEnd()

        # Remove default modelview matrix
        glPopMatrix()

    def run(self):
        pyglet.app.run()

App(500, 500).run()
bf1o4zei

bf1o4zei2#

glTranslatef这样的函数并不是绝对有效的,相反,它们会将“世界”移动指定的量,所以如果你说glTranslatef(100,100),你最终会从你现在所在的位置向右和向下移动100个单位,而不是100, 100
它们在后台所做的就是修改当前的视图矩阵。要实现这一点,需要编写如下代码:

glPushMatrix() # save the current matrix somewhere; gives you a new copy to modify

glTranslatef(100,100) # modify your copy; 
                      # you need to do this *every time* before you draw anything
... draw ...

glPopMatrix() # undo all and any change you made to the matrix

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