OpenGL第四节:滚动和矩阵栈

LOpengGL.h头文件不变

LUtil.h

GLfloat gCameraX = 0.f, gCameraY = 0.f;//相机位置

bool initGL()
{
  glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT );

  glMatrixMode( GL_PROJECTION );
  glLoadIdentity();//加载投影矩阵为单位矩阵
  glOrtho( 0.0, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0, 1.0, -1.0 );//缩放到全屏

  glMatrixMode( GL_MODELVIEW );
  glLoadIdentity();//加载模型矩阵为单位矩阵

  glPushMatrix();//保存模型矩阵到栈里面

  glClearColor( 0.f, 0.f, 0.f, 1.f );

  GLenum error = glGetError();
  if( error != GL_NO_ERROR )
  {
    printf( "Error initializing OpenGL! %s ", gluErrorString( error ) );
    return false;
  }

  return true;
}

void render()
{
  glClear( GL_COLOR_BUFFER_BIT );

  glMatrixMode( GL_MODELVIEW );
  glPopMatrix();//弹出栈里的矩阵到当前矩阵

  glPushMatrix();//保存当前矩阵到栈里

  glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );//移到屏幕中心

  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();

  glTranslatef( SCREEN_WIDTH, 0.f, 0.f );//右边

  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();

  glTranslatef( 0.f, SCREEN_HEIGHT, 0.f );//从上次的右边 移动到右下边,其中右边是上一次的移动效果,因为没有把模型矩阵重置为单位矩阵

  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();

  glTranslatef( -SCREEN_WIDTH, 0.f, 0.f );//从上次的右下边 移动到正下边

  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();

  glutSwapBuffers();
}

void handleKeys( unsigned char key, int x, int y )
{
  if( key == 'w' )
  {
    gCameraY -= 16.f;
  }
  else if( key == 's' )
  {
    gCameraY += 16.f;
  }
  else if( key == 'a' )
  {
    gCameraX -= 16.f;
  }
  else if( key == 'd' )
  {
    gCameraX += 16.f;
  }

  glMatrixMode( GL_MODELVIEW );
  glPopMatrix();//弹出栈里的矩阵作为当前矩阵
  glLoadIdentity();//重置为单位矩阵

  glTranslatef( -gCameraX, -gCameraY, 0.f );//移动位置

  glPushMatrix();//压入栈里
}

//其他地方不变

原文地址:https://www.cnblogs.com/yongfengnice/p/7880512.html