OpenGlでウィンドウ座標にサイズを固定する方法

2392 ワード

void CModelView::test()//by ZhouZhuo 2014.06.21  
{	
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();

	GLfloat oldcolor[4];
	glGetFloatv(GL_CURRENT_COLOR,oldcolor);
	GLfloat oldlinewidth;
	glGetFloatv(GL_LINE_WIDTH,&oldlinewidth);
	int OpenGLVersion[2];
	glGetIntegerv(GL_MAJOR_VERSION, &OpenGLVersion[0]);
	glGetIntegerv(GL_MINOR_VERSION, &OpenGLVersion[1]);
	glLineWidth(2);
	int l = glGetError();
	if (l == GL_INVALID_VALUE)
	{
		return;
	}
	glDisable(GL_LIGHTING);

	float delta = 0;	
	float r = 100;
	Pnt3 v;
	Pnt3 newv;


	GLdouble modelviewM[16];
	glGetDoublev(GL_MODELVIEW_MATRIX,modelviewM);
	MatX4 M(modelviewM);
	M.Transpose();// 
	MatX4 Mi = M;	
	Mi.Invert();

	GLdouble projectionP[16];
	glGetDoublev(GL_PROJECTION_MATRIX,projectionP);
	MatX4 P(projectionP);
	P.Transpose();
	MatX4 Pi = P;
	Pi.Invert();

	Pnt3 centerinObjectCrood(200,0,0);
	float ratio = 0.1*Pi.m[0][0]/r;
	Pnt3 center2(0,0,0);

	glBegin(GL_LINES);
	glColor3f(1,0,0);
	glVertex3f(0,0,0);
	glVertex3f(500,0,0);
	glColor3f(0,1,0);
	glVertex3f(0,0,0);
	glVertex3f(0,500,0);
	glColor3f(0,0,1);
	glVertex3f(0,0,0);
	glVertex3f(0,0,500);
	glEnd();
	Pnt4 v4;
	Pnt3 yu(0,1,0);
	Pnt3 xu(1,0,0);
	xu = xu.Normalize();
	glBegin(GL_LINE_LOOP);// 
	glColor3f(1,0,0);
	for (int i = 0;i<100;i++)
	{ 
		delta += 2*PI/100;
		v = xu*3*0.1*sin(delta) + yu*3*0.1*cos(delta);// , , , 1 
		v4 = Pnt4(v.x,v.y,v.z,1);
		//v *= ratio;
		v4 = Mi*Pi*v4;
		v4 =v4/v4.w;
		glVertex3f(v4.x,v4.y,v4.z);

	}
	glEnd();

	yu =Pnt3(0,1,0);
	xu =Pnt3(1,0,0);
	glBegin(GL_LINE_LOOP);// 
	glColor3f(0,1,0);
	for (int i = 0;i<100;i++)
	{ 
		delta += 2*PI/100;
		v = xu*2*r*sin(delta) + yu*2*r*cos(delta);		
		v *= ratio;
		v = v ;
		newv = Mi*v - Mi*Pnt3(0,0,0)+ centerinObjectCrood;// , (0,0,0) (0,0,0,1), 
		glVertex3f(newv.x,newv.y,newv.z);

	}
	glEnd();

	yu = Pnt3(0,0.5,1);
	xu = Pnt3(1,0,0);
	yu = yu.Normalize();
	glBegin(GL_LINE_LOOP);
	glColor3f(0,0,1);
	for (int i = 0;i<100;i++)
	{ 
		delta += 2*PI/100;
		v = xu*2*r*sin(delta) + yu*2*r*cos(delta);		
		v *= ratio;
		v = v;
		newv = Mi*v - Mi*Pnt3(0,0,0) + centerinObjectCrood;
		glVertex3f(newv.x,newv.y,newv.z);

	}
	glEnd();

	glEnable(GL_LIGHTING);

	glColor4fv(oldcolor);
	glLineWidth(oldlinewidth);
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();

}