Reputation: 1069
I couldn't achieve the following behavior. I want to resize my window from the bottom without having the rendered scene distorted or changing its position.
I'm using C++ OpenGL GLUT
void resize(int w, int h)
{
float ratio = G_WIDTH / G_HEIGHT;
glViewport(0, 0, (h-(w/ratio))>0? w:(int)(h*ratio), (w-(h*ratio))>0? h:(int)(w/ratio));
}
Upvotes: 2
Views: 7508
Reputation: 1279
Here's the solution I found, which I think works quite well.
I wrote my reshape method as follows, which is registered with glutReshapeFunc(reshape)
in my main method:
void reshape(int width, int height) {
glViewport(0, 0, width, height);
aspect = ((double) width) / height;
And whenever I redraw the scene, I use this call to set the camera:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, aspect, 1.0, 100.0); // 45 degrees fovY, correct aspect ratio
// then remember to switch back to GL_MODELVIEW and call glLoadIdentity
This lets me treat the window as, well, a window into my scene, without scaling or moving the scene. I hope this is what you're looking for!
Upvotes: 1
Reputation: 517
if you are using orthogonal perspective use this:
#include <GL/glut.h>
int x0, y0 = 0;
int ww, hh = 0;
void updateCamera()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(x0, x0+ww, y0, y0+hh, -1, 1);
glScalef(1, -1, 1);
glTranslatef(0, -hh, 0);
}
void reshape(int w, int h)
{
ww = w;
hh = h;
glViewport(0, 0, w, h);
updateCamera();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glColor3f(0.0, 0.0, 1.0); glVertex2i(0, 0);
glColor3f(0.0, 1.0, 0.0); glVertex2i(200, 200);
glColor3f(1.0, 0.0, 0.0); glVertex2i(20, 200);
glEnd();
glFlush();
glutPostRedisplay();
}
int mx = 0;
int my = 0;
int dragContent = 0;
void press(int button, int state, int x, int y)
{
mx = x;
my = y;
dragContent = button == GLUT_LEFT_BUTTON && state == GLUT_DOWN;
}
void move(int x, int y)
{
if(dragContent)
{
x0 -= x - mx;
y0 += y - my;
mx = x;
my = y;
updateCamera();
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("Resize window without resizing content + drag content");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(press);
glutMotionFunc(move);
glutMainLoop();
return 0;
}
you can use left mouse to drag content (triangle).
Upvotes: 2
Reputation: 3509
ratio = wantedWidth / wantedHeight
glViewport(0, 0,
(height-(width/ratio))>0? width:(int)(height*ratio),
(width-(height*ratio))>0? height:(int)(width/ratio);
would do that, it keeps the ratio always the same between height / width of the window, while also trying to use the maximum size of the window available.
Edit: put it to always upper left corner.
Upvotes: 1
Reputation: 2366
In the GLUT resize scene function, the viewport is probably set to the size of the window by default. I would try just changing that to be the (fixed) size you want:
Instead of:
void windowReshapeFunc( GLint newWidth, GLint newHeight )
{
glViewport( 0, 0, newWidth, newHeight );
.. etc...
}
Do this:
void windowReshapeFunc( GLint newWidth, GLint newHeight )
{
glViewport( 0, 0, 400, 600 );
.. etc...
}
Or whatever size you want. The window will still resize, but these scene will always render to the (now fixed) viewport.
Upvotes: 3