首先,我是图形编程微笑的核心。
我支持基于HGE移植版本的游戏,它不包含Gfx_SetTransform.的OpenGL版本我发现了几个例子的HGE-Opengl移植,但任何一个例子都有这个功能.
代码:
void CALL HGE_Impl::Gfx_SetTransform(float x, float y, float dx, float dy, float rot, float hscale, float vscale)
{
D3DXMATRIX tmp;
if(vscale==0.0f) D3DXMatrixIdentity(&matView);
else
{
D3DXMatrixTranslation(&matView, -x, -y, 0.0f);
D3DXMatrixScaling(&tmp, hscale, vscale, 1.0f);
D3DXMatrixMultiply(&matView, &matView, &tmp);
D3DXMatrixRotationZ(&tmp, -rot);
D3DXMatrixMultiply(&matView, &matView, &tmp);
D3DXMatrixTranslation(&tmp, x+dx, y+dy, 0.0f);
D3DXMatrixMultiply(&matView, &matView, &tmp);
}
_render_batch();
pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
}那么,有谁能帮助移植Gfx_SetTransform或者提出建议(可能是一些简单的示例或OpenGL函数,我应该去寻找)?谢谢。
发布于 2011-04-15 10:15:19
如果OpenGL的版本不包括3,您可以用以下方法替换它:
void GL2_SetTransform(float x, float y, float dx, float dy, float rot, float hscale, float vscale)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // we start off a identity matrix
// Instead of testing for 0, you should test for some
// threshold, to increase numerical stability
if( fabs(vscale) >= 1e-7 ) {
glTranslatef(-x, -y, 0.0f);
glScalef(hscale, vscale, 1.0f);
glRotatef(-rot, 0., 0., 1.);
glTranslatef(x+dx, y+dy, 0.0f);
}
}OpenGL-3不推荐使用矩阵操作函数,因此代码看起来与DirectX版本几乎相同(为了提高稳定性,我做了一些更改):
typedef float mat4x4[4][4];
// OpenGL uses column major mode, so the first
// index selects column, the second row - this is
// opposite to the usual C notation.
// The following functions must be implemented as well.
// But they're easy enough.
// function to set the matrix to identity
void mat4x4_identity(mat4x4 *M);
// those functions transform the matrix in-place,
// i.e. no temporaries needed.
void mat4x4_rotX(mat4x4 *M, float angle);
void mat4x4_rotY(mat4x4 *M, float angle);
void mat4x4_rotZ(mat4x4 *M, float angle);
void mat4x4_scale(mat4x4 *M, float x, float y, float z);
void mat4x4_translate(mat4x4 *M, float x, float y, float z);
void GL3_SetTransform(float x, float y, float dx, float dy, float rot, float hscale, float vscale)
{
mat4x4 view;
mat4x4_identity(view);
if( fabs(vscale) >= 1e-8 ) {
mat4x4_translate(view, -x, -y, 0.0f);
mat4x4_scale(view, hscale, vscale, 1.0f);
mat4x4_rotZ(view, -rot);
mat4x4_translate(view, x+dx, y+dy, 0.0f);
}
_render_batch();
// get_view_uniform_location returns the handle for the currently loaded
// shader's modelview matrix' location. Application specific, so you've to
// come up with that yourself.
glUniformMatrix4fv(get_view_uniform_locaton(), 1, false, view);
}我在这里为矩阵操作函数提供了源代码:http://pastebin.com/R0PHTW0M --它们使用的命名方案并不完全相同。
https://stackoverflow.com/questions/5673796
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