OpenGL ES 2.0的捏和缩放 [英] OpenGL ES 2.0 Pinch and Zoom
问题描述
在OpenGL ES 1.1的iOS我用用下面的设置视场实施捏和缩放:
In OpenGL ES 1.1 on iOS I used to implement pinch and zoom by setting the Field Of View using the following:
// Handles Touches Events
- (IBAction)handlePinchGesture:(UIGestureRecognizer *)sender
{
static float startFOV=0.0;
CGFloat factor = [(UIPinchGestureRecognizer *)sender scale];
UIGestureRecognizerState state;
state=sender.state;
if(state==UIGestureRecognizerStateBegan)
{
startFOV=[self getFieldOfView];
}
else if(state==UIGestureRecognizerStateChanged)
{
float minFOV=5.0;
float maxFOV=12.0;
float currentFOV;
currentFOV=startFOV*factor;
if((currentFOV>=minFOV) && (currentFOV<=maxFOV))
[self setFieldOfView:currentFOV];
}
}
使用捏姿态,我会做这样的事情:
Using the pinch gesture I would do something like this:
// Set the fulstrum and our field of view for the window
-(void)setClipping
{
// Near and far are the front and back walls
// FOV is in degrees
float aspectRatio;
const float zNear = .1;
const float zFar = 2000;
GLfloat size;
float scale;
// Get the main screen and define the aspect ratio
CGRect frame = [[UIScreen mainScreen] bounds];
aspectRatio=(float)frame.size.width/(float)frame.size.height;
scale=[[UIScreen mainScreen]scale];
// Use the 2D projection matrix to project our 3D into 2D
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (m_FieldOfView > 75.0) {
m_FieldOfView = 75.0;
}
size = zNear * tanf(GLKMathDegreesToRadians (m_FieldOfView) / 2.0);
// Define the pyramid of Giza (4 sided pyramid with top lopped off on its side)
// ... this is how were viewing things
glFrustumf(-size, size, -size/aspectRatio, size/aspectRatio, zNear, zFar);
glViewport(0, 0, frame.size.width*scale, frame.size.height*scale);
// To be safe go back to tranformational matrix
glMatrixMode(GL_MODELVIEW);
}
我做了一个简单的OpenGL ES 2.0应用程序,我的升级方法如下(部分)是这样的:
I made a simple OpenGL ES 2.0 application and my update method looks ( partially ) like this:
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update
{
// Set up the frustrum and projection matrix
float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
self.effect.transform.projectionMatrix = projectionMatrix;
我一直在网上淘了如何使用OpenGL ES 2.0的做到这一点...但无济于事。如何做到这一点的2.0?
I've been scouring the web for how to do this with OpenGL ES 2.0... but to no avail. How do I do this in 2.0?
推荐答案
乘以第一长期GLKMatrix4MakePerspective的一个因子(属性或类变量),并改变因素,在手势识别器 - 不差别太大,你在你的1.1的方法做。
Multiply the first term of GLKMatrix4MakePerspective by a factor (a property or class variable) and change that factor in the gesture recogniser - not too different to what you do in your 1.1 method.
下面是我从我的GestureRecogniser调用该方法。开始_变量是类变量。 ZOOMTOUCHSENSITIVITY是preprocessor定义。
Here is the method I call from my GestureRecogniser. Variables starting with _ are class variables. ZOOMTOUCHSENSITIVITY is a preprocessor define.
-(void)Scale:(UITapGestureRecognizer*)sender
{
CGFloat scale = _lastScale + (1.0 - [(UIPinchGestureRecognizer*)sender scale])*ZOOMTOUCHSENSITIVITY;
float newScale = MAX(0.1, MIN(scale, 3));
_projectionMatrix = GLKMatrix4MakePerspective(newScale*GLKMathDegreesToRadians(45.0f), (float)_screenWidth/(float)_screenHeight, 100.0f, 1000.0f);
if([(UIPinchGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
_lastScale = newScale;
return;
}
}
请注意我是如何节省的最后一个值比例
一旦停止的手势,使变焦是不是'复位'每次。
Note how I'm saving the last value of scale
once the gesture stops, so that the zoom isn't 'reset' everytime.
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