glLineWidth(2.0f); glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINE_STRIP); float r = 1.0f; for (float theta = 0.0f; theta <= 2 * PI; theta += PI / 180.0f) { float value = std::cos(2 * PI * spacing * std::cos(theta) / wavelength); value *= std::cos(beamwidth * std::sin(theta)); drawPolarLine(r * value, theta); } glEnd();修该为根据世界坐标绘制而不是屏幕坐标
时间: 2024-03-04 13:52:17 浏览: 107
这段代码使用OpenGL库绘制了一个极坐标图形,但是绘制的是屏幕坐标。如果要根据世界坐标绘制,可以通过以下步骤进行修改:
1. 设置投影矩阵,将屏幕坐标转换为世界坐标。可以使用gluOrtho2D函数设置正交投影矩阵,将屏幕的左下角坐标映射为世界坐标系的左下角,右上角坐标映射为世界坐标系的右上角。例如:
```
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, screenWidth, 0, screenHeight);
glMatrixMode(GL_MODELVIEW);
```
2. 修改drawPolarLine函数,将屏幕坐标转换为世界坐标。可以通过gluUnProject函数将屏幕坐标转换为世界坐标。例如:
```
void drawPolarLine(float r, float theta) {
float x = r * std::cos(theta);
float y = r * std::sin(theta);
GLdouble worldX, worldY, worldZ;
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
gluUnProject(screenWidth / 2 + x, screenHeight / 2 + y, 0.0,
modelview, projection, viewport, &worldX, &worldY, &worldZ);
glVertex2d(worldX, worldY);
}
```
这样就可以将屏幕坐标转换为世界坐标,并通过glVertex2d函数绘制世界坐标系中的点。
修改后的代码:
```
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, screenWidth, 0, screenHeight);
glMatrixMode(GL_MODELVIEW);
glLineWidth(2.0f);
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_LINE_STRIP);
float r = 1.0f;
for (float theta = 0.0f; theta <= 2 * PI; theta += PI / 180.0f) {
float value = std::cos(2 * PI * spacing * std::cos(theta) / wavelength);
value *= std::cos(beamwidth * std::sin(theta));
drawPolarLine(r * value, theta);
}
glEnd();
void drawPolarLine(float r, float theta) {
float x = r * std::cos(theta);
float y = r * std::sin(theta);
GLdouble worldX, worldY, worldZ;
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
gluUnProject(screenWidth / 2 + x, screenHeight / 2 + y, 0.0,
modelview, projection, viewport, &worldX, &worldY, &worldZ);
glVertex2d(worldX, worldY);
}
```
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