gluPerspective and gluLookAt 在OpenGL-ES中的替代

Code:
void perspective(double fovy, double aspect, double zNear, double zFar)
{
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

   double xmin, xmax, ymin, ymax;

   ymax = zNear * tan(fovy * M_PI / 360.0);
   ymin = -ymax;
   xmin = ymin * aspect;
   xmax = ymax * aspect;


   glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
   
   
   
	glMatrixMode(GL_MODELVIEW);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	

	glDepthMask(GL_TRUE);
}
Code:
void orthographic()		   
{                   
	glMatrixMode(GL_PROJECTION);		   
	glLoadIdentity();					   
	glOrthof( 0, 320, 480, 0, 1, 0 );				
	glMatrixMode(GL_MODELVIEW);				
	glLoadIdentity();					
	glDepthMask(GL_FALSE);
}
Code:
	perspective(85, 480/320, 0.01,10);
Code:
 void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,

           GLfloat centerx, GLfloat centery, GLfloat centerz,

           GLfloat upx, GLfloat upy, GLfloat upz)

 {

    GLfloat m[16];

    GLfloat x[3], y[3], z[3];

    GLfloat mag;

 

    /* Make rotation matrix */

 

    /* Z vector */

    z[0] = eyex - centerx;

    z[1] = eyey - centery;

    z[2] = eyez - centerz;

    mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);

    if (mag) {                   /* mpichler, 19950515 */

       z[0] /= mag;

       z[1] /= mag;

       z[2] /= mag;

    }

 

    /* Y vector */

    y[0] = upx;

    y[1] = upy;

    y[2] = upz;

 

    /* X vector = Y cross Z */

    x[0] = y[1] * z[2] - y[2] * z[1];

    x[1] = -y[0] * z[2] + y[2] * z[0];

    x[2] = y[0] * z[1] - y[1] * z[0];

 

    /* Recompute Y = Z cross X */

    y[0] = z[1] * x[2] - z[2] * x[1];

    y[1] = -z[0] * x[2] + z[2] * x[0];

    y[2] = z[0] * x[1] - z[1] * x[0];

 

    /* mpichler, 19950515 */

    /* cross product gives area of parallelogram, which is < 1.0 for

     * non-perpendicular unit-length vectors; so normalize x, y here

     */

 

    mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);

    if (mag) {

       x[0] /= mag;

       x[1] /= mag;

       x[2] /= mag;

    }

    mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);

    if (mag) {

       y[0] /= mag;

       y[1] /= mag;

       y[2] /= mag;

    }

 

 #define M(row,col)  m[col*4+row]

    M(0, 0) = x[0];

    M(0, 1) = x[1];

    M(0, 2) = x[2];

    M(0, 3) = 0.0;

    M(1, 0) = y[0];

    M(1, 1) = y[1];

    M(1, 2) = y[2];

    M(1, 3) = 0.0;

    M(2, 0) = z[0];

    M(2, 1) = z[1];

    M(2, 2) = z[2];

    M(2, 3) = 0.0;

    M(3, 0) = 0.0;

    M(3, 1) = 0.0;

    M(3, 2) = 0.0;

    M(3, 3) = 1.0;

 #undef M

    glMultMatrixf(m);

 

    /* Translate Eye to Origin */

    glTranslatef(-eyex, -eyey, -eyez);

 

 }
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