OpenGL: 3D坐标到屏幕坐标的转换逻辑
到需要将3D坐标转换到屏幕坐标的问题,在网上很多朋友也在寻找答案,下面是glu中gluProject函数的实现。
步骤/方法
- 01
矩阵按行优先存储 GLint 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) {
- 02
/* 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;
- 03
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 */
- 04
*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]) {
- 05
#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 }