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  • VS2012下基于Glut OpenGL glScissor示例程序:

    剪裁测试用于限制绘制区域。我们可以指定一个矩形的剪裁窗口,当启用剪裁测试后,只有在这个窗口之内的像素才能被绘制,其它像素则会被丢弃。换句话说,无论怎么绘制,剪裁窗口以外的像素将不会被修改。有的朋友可能玩过《魔兽争霸3》这款游戏。游戏时如果选中一个士兵,则画面下方的一个方框内就会出现该士兵的头像。为了保证该头像无论如何绘制都不会越界而覆盖到外面的像素,就可以使用剪裁测试。可以通过下面的代码来启用或禁用剪裁测试:

    glEnable(GL_SCISSOR_TEST);   // 启用剪裁测试
    glDisable(GL_SCISSOR_TEST); // 禁用剪裁测试

    可以通过下面的代码来指定一个位置在(x, y),宽度为width,高度为height的剪裁窗口。glScissor(x, y, width, height);注意,glScissor窗口坐标是以左下角为(0, 0),右上角为(width, height)的,这与Windows系统窗口有所不同。

    Demo使用裁剪区来将矩形窗口正中间四分之一刷成红色,正中间十六分之一刷成绿色。


    源代码:

     

    // GlutScissorDemo.cpp : 定义控制台应用程序的入口点。
    //
    #include "stdafx.h"
    #include <gl/glut.h>
    #include <math.h>
    //圆周率宏
    #define GL_PI 3.1415f
    //获取屏幕的宽度
    GLint SCREEN_WIDTH=0;
    GLint SCREEN_HEIGHT=0;
    //设置程序的窗口大小
    GLint windowWidth=400;
    GLint windowHeight=300;
    //绕x轴旋转角度
    GLfloat xRotAngle=0.0f;
    //绕y轴旋转角度
    GLfloat yRotAngle=0.0f;
    //受支持的点大小范围
    GLfloat sizes[2];
    //受支持的点大小增量
    GLfloat step;
    //显示回调函数
    void renderScreen(void){
        GLfloat x,y,z,angle;
    	int i;
    	// Clear blue window
    	glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
        //把整个窗口清理为当前清理颜色:蓝色
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        //将当前Matrix状态入栈
        glPushMatrix();
        //坐标系绕x轴旋转xRotAngle
        glRotatef(xRotAngle,1.0f,0.0f,0.0f);
        //坐标系绕y轴旋转yRotAngle
        glRotatef(yRotAngle,0.0f,1.0f,0.0f);
    	x=0.0f;
    	y=0.0f;
        z=0.0f;
    	//进行平滑处理 
    	glEnable(GL_POINT_SMOOTH);
    	glHint(GL_POINT_SMOOTH,GL_NICEST);
    	glEnable(GL_LINE_SMOOTH);
    	glHint(GL_LINE_SMOOTH,GL_NICEST);
    	glEnable(GL_POLYGON_SMOOTH);
    	glHint(GL_POLYGON_SMOOTH,GL_NICEST);
    	//绘制坐标系
    	glColor3f(1.0f,1.0f,1.0f);
    	glBegin(GL_LINES);
    		glVertex3f(-80.0f,0.0f,0.0f);
    		glVertex3f(80.0f,0.0f,0.0f);
    		glVertex3f(0.0f,-80.0f,0.0f);
    		glVertex3f(0.0f,80.0f,0.0f);
    		glVertex3f(0.0f,0.0f,-80.0f);
    		glVertex3f(0.0f,0.0f,80.0f);
    	glEnd();
    
    	glPushMatrix();
    	glTranslatef(80.0f,0.0f,0.0f);
    	glRotatef(90.0f,0.0f,1.0f,0.0f);
    	glutWireCone(3,6,10,10);
    	glPopMatrix();
    
    	glPushMatrix();
    	glTranslatef(0.0f,80.0f,0.0f);
    	glRotatef(-90.0f,1.0f,0.0f,0.0f);
    	glutWireCone(3,6,10,10);
    	glPopMatrix();
    
    	glPushMatrix();
    	glTranslatef(0.0f,0.0f,80.0f);
    	glRotatef(90.0f,0.0f,0.0f,1.0f);
    	glutWireCone(3,6,10,10);
    	glPopMatrix();
    	
        //使能裁剪区
    	glEnable(GL_SCISSOR_TEST);
    	//将窗口中间的四分之一面积清空为红色
        glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
        glScissor(windowWidth/4,windowHeight/4, windowWidth/2,windowHeight/2);
        glClear(GL_COLOR_BUFFER_BIT);
        
        //将窗口中间的十六分之一面积清空为绿色
        glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
        glScissor(windowWidth*3/8,windowHeight*3/8, windowWidth/4,windowHeight/4);
        glClear(GL_COLOR_BUFFER_BIT);
        
        //禁止裁剪区
        glDisable(GL_SCISSOR_TEST);
    	
        //恢复压入栈的Matrix
        glPopMatrix();
        //交换两个缓冲区的指针
        glutSwapBuffers();
    }
    //设置Redering State 
    void setupRederingState(void){
        //设置清理颜色为黑色
        glClearColor(0.0f,0.0,0.0,1.0f);
        //设置绘画颜色为绿色
        glColor3f(0.0f,1.0f,0.0f);
    	//使能深度测试
    	glEnable(GL_DEPTH_TEST);
    	//获取受支持的点大小范围
    	glGetFloatv(GL_POINT_SIZE_RANGE,sizes);
    	//获取受支持的点大小增量
    	glGetFloatv(GL_POINT_SIZE_GRANULARITY,&step);
    	printf("point size range:%f-%f
    ",sizes[0],sizes[1]);
    	printf("point step:%f
    ",step);
    }
    //窗口大小变化回调函数
    void changSize(GLint w,GLint h){
        //横宽比率
        GLfloat ratio;
        //设置坐标系为x(-100.0f,100.0f)、y(-100.0f,100.0f)、z(-100.0f,100.0f)
        GLfloat coordinatesize=100.0f;
        //窗口宽高为零直接返回
        if((w==0)||(h==0))
            return;
        //设置视口和窗口大小一致
        glViewport(0,0,w,h);
        //对投影矩阵应用随后的矩阵操作
        glMatrixMode(GL_PROJECTION);
        //重置当前指定的矩阵为单位矩阵 
        glLoadIdentity();
        ratio=(GLfloat)w/(GLfloat)h;
        //正交投影
        if(w<h)
            glOrtho(-coordinatesize,coordinatesize,-coordinatesize/ratio,coordinatesize/ratio,-coordinatesize,coordinatesize);
        else
            glOrtho(-coordinatesize*ratio,coordinatesize*ratio,-coordinatesize,coordinatesize,-coordinatesize,coordinatesize);
        //对模型视图矩阵堆栈应用随后的矩阵操作
        glMatrixMode(GL_MODELVIEW);
        //重置当前指定的矩阵为单位矩阵 
        glLoadIdentity();
    }
    
    //按键输入处理回调函数
    void specialKey(int key,int x,int y){
    
        if(key==GLUT_KEY_UP){
            xRotAngle-=5.0f;
        }
        else if(key==GLUT_KEY_DOWN){
            xRotAngle+=5.0f;
        }
        else if(key==GLUT_KEY_LEFT){
            yRotAngle-=5.0f;
        }
        else if(key==GLUT_KEY_RIGHT){
            yRotAngle+=5.0f;
        }
        //重新绘制
        glutPostRedisplay();
    }
    
    int main(int argc, char* argv[])
    {
        int nModeMenu;
    	int nEdgeMenu;
    	int nDepthMask;
    	int nMainMenu;
    	//初始化glut 
        glutInit(&argc,argv);
        //使用双缓冲区模式
        glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
        //获取系统的宽像素
        SCREEN_WIDTH=glutGet(GLUT_SCREEN_WIDTH);
        //获取系统的高像素
        SCREEN_HEIGHT=glutGet(GLUT_SCREEN_HEIGHT);
    	//创建窗口,窗口名字为OpenGL Scissor Demo
        glutCreateWindow("OpenGL Scissor Demo");
        //设置窗口大小
        glutReshapeWindow(windowWidth,windowHeight);
        //窗口居中显示
        glutPositionWindow((SCREEN_WIDTH-windowWidth)/2,(SCREEN_HEIGHT-windowHeight)/2);
        //窗口大小变化时的处理函数
        glutReshapeFunc(changSize);
        //设置显示回调函数 
        glutDisplayFunc(renderScreen);
        //设置按键输入处理回调函数
        glutSpecialFunc(specialKey);
        //设置全局渲染参数
        setupRederingState();
        glutMainLoop();
        return 0;
    }
    


     

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  • 原文地址:https://www.cnblogs.com/jiangu66/p/3155398.html
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