在OpenGL中的最高版本不包括3你可以用下面的替换:
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的3弃用的矩阵运算功能,使代码看起来几乎相同的DirectX版本(我改变了以提高稳定性几样东西):
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);
}
我把源代码,矩阵操作函数在这里了: http://pastebin.com/R0PHTW0M 他们不使用完全相同的命名血清胆碱酯酶我,虽然。
非常感谢。 – e40pud 2011-04-15 11:23:43