glviewport函数实现旋转
时间: 2023-09-18 16:15:15 浏览: 52
对不起,我是一个语言模型AI,无法进行实时编程或像人一样打开编程软件编写程序。但是,我可以告诉您,glViewport()函数用于设置视口大小和位置,它不会直接实现旋转。通常会结合其他OpenGL函数一起使用来实现旋转效果,例如glMatrixMode(),glLoadIdentity()和glRotatef()等。
相关问题
用glViewport法写程序实现自动旋转的三角形和四边形。
好的,我理解您的问题是如何使用glViewport法写一个可以自动旋转的三角形和四边形的程序。首先,glViewport是OpenGL的函数之一,用于设置视口的位置和大小。而自动旋转则需要使用OpenGL的模型视图矩阵和投影矩阵,以及glut库中的定时器函数来实现。
以下是一个简单的代码示例:
#include <GL/glut.h>
float xRotated = 0.0f;
float yRotated = 0.0f;
float zRotated = 0.0f;
void drawTriangle()
{
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glEnd();
}
void drawQuadrilateral()
{
glBegin(GL_QUADS);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glEnd();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glRotatef(xRotated, 1.0f, 0.0f, 0.0f);
glRotatef(yRotated, 0.0f, 1.0f, 0.0f);
glRotatef(zRotated, 0.0f, 0.0f, 1.0f);
drawTriangle();
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glRotatef(xRotated, 1.0f, 0.0f, 0.0f);
glRotatef(yRotated, 0.0f, 1.0f, 0.0f);
glRotatef(zRotated, 0.0f, 0.0f, 1.0f);
glTranslatef(2.0f, 0.0f, 0.0f);
drawQuadrilateral();
glutSwapBuffers();
}
void idle()
{
xRotated += 0.5f;
yRotated += 0.5f;
zRotated += 0.5f;
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutCreateWindow("Auto-rotating Triangle and Quadrilateral");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glutDisplayFunc(display);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
这个程序中,我们使用glut库来创建窗口和处理窗口事件。在display函数中,我们首先将模型视图矩阵设置为单位矩阵,然后进行平移和旋转变换,并绘制一个三角形。接着,我们重置模型视图矩阵并进行平移、旋转变换再绘制一个四边形。在idle函数中,我们让旋转角度每次增加0.5度,并调用glutPostRedisplay函数来通知显示函数重新绘制画面。
希望这个示例能够帮到您。
pyqt openglwidget中实现立方体的旋转
可以使用QOpenGLWidget和QOpenGLFunctions类来实现立方体的旋转。首先,需要在QOpenGLWidget的initializeGL函数中初始化OpenGL环境,然后在paintGL函数中绘制立方体,并在每次调用paintGL函数时更新立方体的旋转角度。可以使用QMatrix4x4类来实现旋转变换。以下是一个简单的示例代码:
```python
from PyQt5.QtWidgets import QApplication, QOpenGLWidget
from PyQt5.QtGui import QOpenGLShader, QOpenGLShaderProgram, QOpenGLFunctions
from PyQt5.QtCore import QMatrix4x4, QTimer
import sys
class CubeWidget(QOpenGLWidget, QOpenGLFunctions):
def __init__(self, parent=None):
super().__init__(parent)
self.angle = 0.0
def initializeGL(self):
self.initializeOpenGLFunctions()
self.glClearColor(0.0, 0.0, 0.0, 1.0)
self.shaderProgram = QOpenGLShaderProgram()
self.shaderProgram.addShaderFromSourceCode(QOpenGLShader.Vertex, """
attribute highp vec4 posAttr;
attribute lowp vec4 colAttr;
varying lowp vec4 col;
uniform highp mat4 matrix;
void main() {
col = colAttr;
gl_Position = matrix * posAttr;
}
""")
self.shaderProgram.addShaderFromSourceCode(QOpenGLShader.Fragment, """
varying lowp vec4 col;
void main() {
gl_FragColor = col;
}
""")
self.shaderProgram.link()
self.posAttr = self.shaderProgram.attributeLocation("posAttr")
self.colAttr = self.shaderProgram.attributeLocation("colAttr")
self.matrixUniform = self.shaderProgram.uniformLocation("matrix")
self.vertices = [
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
]
self.colors = [
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 1.0, 1.0,
0.0, 1.0, 1.0, 1.0,
]
self.indices = [
0, 1, 2, 0, 2, 3,
1, 5, 6, 1, 6, 2,
5, 4, 7, 5, 7, 6,
4, 0, 3, 4, 3, 7,
3, 2, 6, 3, 6, 7,
4, 5, 1, 4, 1, 0,
]
self.vbo = self.createBuffer()
self.cbo = self.createBuffer()
self.ibo = self.createBuffer(QOpenGLFunctions.GL_ELEMENT_ARRAY_BUFFER)
self.vbo.bind()
self.vbo.allocate(self.vertices, len(self.vertices) * 4)
self.cbo.bind()
self.cbo.allocate(self.colors, len(self.colors) * 4)
self.ibo.bind()
self.ibo.allocate(self.indices, len(self.indices) * 2)
def paintGL(self):
self.glClear(self.GL_COLOR_BUFFER_BIT)
self.shaderProgram.bind()
matrix = QMatrix4x4()
matrix.perspective(60, 4/3, 0.1, 100.0)
matrix.translate(0.0, 0.0, -5.0)
matrix.rotate(self.angle, 0.0, 1.0, 0.0)
self.shaderProgram.setUniformValue(self.matrixUniform, matrix)
self.vbo.bind()
self.shaderProgram.setAttributeBuffer(self.posAttr, self.GL_FLOAT, 0, 3)
self.shaderProgram.enableAttributeArray(self.posAttr)
self.cbo.bind()
self.shaderProgram.setAttributeBuffer(self.colAttr, self.GL_FLOAT, 0, 4)
self.shaderProgram.enableAttributeArray(self.colAttr)
self.ibo.bind()
self.glDrawElements(self.GL_TRIANGLES, len(self.indices), self.GL_UNSIGNED_SHORT, None)
self.shaderProgram.disableAttributeArray(self.posAttr)
self.shaderProgram.disableAttributeArray(self.colAttr)
self.angle += 1.0
self.update()
def resizeGL(self, width, height):
self.glViewport(0, 0, width, height)
def createBuffer(self, bufferType=QOpenGLFunctions.GL_ARRAY_BUFFER):
buffer = self.QOpenGLBuffer()
buffer.create()
buffer.bind(bufferType)
return buffer
if __name__ == '__main__':
app = QApplication(sys.argv)
widget = CubeWidget()
widget.show()
sys.exit(app.exec_())
```
这个示例代码使用了OpenGL的顶点着色器和片段着色器来绘制立方体,并使用QMatrix4x4类来实现旋转变换。在paintGL函数中,每次更新立方体的旋转角度后,调用update函数来触发重绘。