Keeping the aspect ratio 종횡비 유지하기
OpenGL 2019. 12. 12. 21:03 |반응형
It describes how to keep the aspect ratio.
OpenGL에서 종횡비를 유지하기 위해서는 Viewport와 Projection의 비율을 같게 해야 한다.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 | #include <gl/glut.h> const int InitWidth = 300; const int InitHeight = 300; void MyDisplay(); void MyReshape(int NewWidth, int NewHeight); int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB); glutInitWindowSize(InitWidth, InitHeight); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glutCreateWindow("OpenGL Aspect Ratio"); glutReshapeFunc(MyReshape); // glutReshapeFunc sets the reshape callback for the current window. glutDisplayFunc(MyDisplay); glutMainLoop(); return 0; } void MyDisplay() { glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(0.0f, 0.5f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f); glEnd(); glFlush(); } void MyReshape(int NewWidth, int NewHeight) { glViewport(0, 0, NewWidth, NewHeight); // glViewport specifies the affine transformation of x and y from normalized device coordinates to window coordinates. GLfloat WidthFactor = (GLfloat)NewWidth / (GLfloat)InitWidth; GLfloat HeightFactor = (GLfloat)NewHeight / (GLfloat)InitHeight; glMatrixMode(GL_PROJECTION); // glMatrixMode sets the current matrix mode. glLoadIdentity(); // glLoadIdentity replaces the current matrix with the identity matrix. glOrtho(-1.0 * WidthFactor, 1.0 * WidthFactor, -1.0 * HeightFactor, 1.0 * HeightFactor, -1.0, 1.0); // glOrtho describes a transformation that produces a parallel projection. } |
Run the program.
Resize the window.
Resize the window.
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