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opengl中从3d到2d的坐标变换 (转)

sutiany | 28 六月, 2005 09:51

首先说一下opengl中的矩阵表示, 一般在c/c++中定义的矩阵和opengl中的矩阵分别是:
/*****************************************************************************
We define a 4x4 matrix array, OpenGL linear matrix format:
referenced as Row,Column as:

| 0,0 0,1 0,2 0,3 | |a0 a4 a8 a12|
| | | |
| 1,0 1,1 1,2 1,3 | |a1 a5 a9 a13|
| | | |
| 2,0 2,1 2,2 2,3 | |a2 a6 a10 a14|
| | | |
| 3,0 3,1 3,2 3,3 | |a3 a7 a11 a15|

*/
两者行和列正好相反,因此,对于一个4×4的矩阵GLdouble m[16], 那么在操作这个矩阵时必须小心。 下面在说opengl中从物体坐标变换到窗口坐标的算法(实际上就是mesagluProject的实现):
GLint GLAPIENTRY gluProject(GLdouble objx, GLdouble objy, GLdouble objz,
const GLdouble model[16], const GLdouble proj[16],
const GLint viewport[4],
GLdouble * winx, GLdouble * winy, GLdouble * winz)
{
/* matrice de transformation */
GLdouble in[4], out[4];

/* initilise la matrice et le vecteur a transformer */
in[0] = objx;
in[1] = objy;
in[2] = objz;
in[3] = 1.0;
transform_point(out, model, in);
transform_point(in, proj, out);

/* d’ou le resultat normalise entre -1 et 1 */
if (in[3] == 0.0)
return GL_FALSE;

in[0] /= in[3];
in[1] /= in[3];
in[2] /= in[3];

/* en coordonnees ecran */
*winx = viewport[0] + (1 + in[0]) * viewport[2] / 2;
*winy = viewport[1] + (1 + in[1]) * viewport[3] / 2;
/* entre 0 et 1 suivant z */
*winz = (1 + in[2]) / 2;
return GL_TRUE;
}


/*
* Transform a point (column vector) by a 4x4 matrix. I.e. out = m * in
* Input: m - the 4x4 matrix
* in - the 4x1 vector
* Output: out - the resulting 4x1 vector.
*/
static void
transform_point(GLdouble out[4], const GLdouble m[16], const GLdouble in[4])
{
#define M(row,col) m[col*4+row]
out[0] =
M(0, 0) * in[0] + M(0, 1) * in[1] + M(0, 2) * in[2] + M(0, 3) * in[3];
out[1] =
M(1, 0) * in[0] + M(1, 1) * in[1] + M(1, 2) * in[2] + M(1, 3) * in[3];
out[2] =
M(2, 0) * in[0] + M(2, 1) * in[1] + M(2, 2) * in[2] + M(2, 3) * in[3];
out[3] =
M(3, 0) * in[0] + M(3, 1) * in[1] + M(3, 2) * in[2] + M(3, 3) * in[3];
#undef M
}

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