LOpengGL.h://不变
LUtil.h //添加枚举
enum ViewPortMode
{
VIEWPORT_MODE_FULL, //全屏
VIEWPORT_MODE_HALF_CENTER, //中间
VIEWPORT_MODE_HALF_TOP,//中间上
VIEWPORT_MODE_QUAD,//四个小方块
VIEWPORT_MODE_RADAR//雷达
};
LUtil.cpp:
#include "LUtil.h"
bool initGL()
{
glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT );//设置视口为全屏,参数分别为x,y,w,h
......//其他的不变
}
void render()//freeglut的坐标是这样的:(0,0)在左下角,也就是x向右变大,y向上变大。不同的库实现时的坐标系统不同,不能一概而论。而OpenGL本身的坐标系统是(0,0)在左上角。
{
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//重置模型矩阵为单位矩阵
glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );//移动到屏幕中心,参数分别为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 );//上边
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 )//四个小方块
{
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 )//雷达
{
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键
{
gViewportMode++;//枚举默认值是0,1,2.。。。
if( gViewportMode > VIEWPORT_MODE_RADAR )
{
gViewportMode = VIEWPORT_MODE_FULL;
}
}
}
...其他文件内容不变