立体显示原理:设没有立体显示的模型视图矩阵ModelView为Mv,投影矩阵为Mp,则、物体空间的任何一点为P,则变换到屏幕坐标P*=Mp×Mv×P;注意前面已经说过opengl里面坐标列优先,所以矩阵都是右乘。
左眼和右眼的变换都是由中间的变换矩阵变换而来,则立体显示中左眼的变换矩阵公式为:
P(L)*=Ms(L) × Mp(L) × Mt(L) × Mv(L) × P;
右眼的矩阵变换公式为:
P(R)*=Ms(R) × Mp(R) × Mt(R) × Mv(R) × P;
其中Ms,Mt是立体显示需要而增加的变换。
程序里面有几个参数,现实世界眼睛到屏幕的距离Fd,两眼之间的距离Sd,比例尺R,如图:
如上图:没有立体显示,视点位于就是中间的蓝色位置,立体显示就是将左眼(红色),右眼(绿色)的视图分开绘制。
程序中左眼用红色去画,右眼同时用绿色和蓝色绘制。
代码:
- #include <windows.h>
- #include <GL/glut.h>
- #include <math.h>
- #pragma comment(lib,"glut32.lib")
- #pragma comment(lib,"glu32.lib")
- #pragma comment(lib,"opengl32.lib")
- void init(void)
- {
- GLfloat mat_diffuse[] = { 1.0, 1.0, 0.0 };
- GLfloat mat_specular[] = {0.8, 0.8, 0.0, 1.0};
- GLfloat mat_shininess[] = { 300. };
- GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
- GLfloat light_diffuse[] = { 1.0, 1.0, 0.0 };
- GLfloat light_ambient[] = {0.7, 0.2, 0.2, 1.0};
- glClearColor (0.0, 0.0, 0.0, 0.0);
- glShadeModel (GL_SMOOTH);
- glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
- glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
- glLightfv(GL_LIGHT0, GL_POSITION, light_position);
- glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
- }
- /**//*----------------------------------------------------------------------------
- * 初始化参数
- */
- GLfloat PI=3.1415926;
- GLfloat Fd=5.0; //fusion distance
- GLfloat RealScreenToEyeDistance=1.0;
- GLfloat R = Fd / RealScreenToEyeDistance; //比例尺 R = Fd / RealScreenToEyeDistance
- GLfloat Sd = 0.05; //两眼之间的距离
- GLfloat aspect = 1.0; //gluLookAt函数里面的参数
- GLfloat fovy = 60.0; //张角
- GLfloat f = 1 / tan( (fovy * PI) / (2 * 180) ); //f=ctg(fovy/2);
- //列优先的矩阵模型视图矩阵,投影矩阵
- GLfloat LeftModelViewMatrix[16]=
- {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- Sd * R / 2.0, 0.0, 0.0, 1.0
- };
- GLfloat LeftProjectMatrix[16]=
- {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- -(Sd * f) / (2.0 * Fd * aspect), 0.0, 0.0, 1.0
- };
- GLfloat RightModelViewMatrix[16]=
- {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- -Sd * R / 2.0, 0.0, 0.0, 1.0
- };
- GLfloat RightProjectMatrix[16]=
- {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- (Sd * f) / (2.0 * Fd * aspect), 0.0, 0.0, 1.0
- };
- //for the use of rotating
- static GLfloat spin = 0.0;
- void display(void)
- {
- GLfloat matrix[16]={0.};
- glColorMask(1.0, 1.0, 1.0, 1.0);
- glClearColor(0.0, 0.0, 0.0, 1.0);
- glClearDepth(1.0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glColor3f(1.0, 1.0, 1.0);
- //---------------------------------------------------------------------------------------------
- //Left View port
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- {
- glGetFloatv(GL_PROJECTION_MATRIX, matrix);
- glLoadIdentity();
- glMultMatrixf(LeftProjectMatrix);
- glMultMatrixf(matrix);
- {
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslated(0.0, 0.0, -Fd);
- glPushMatrix();
- {
- glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
- glLoadIdentity();
- glMultMatrixf(LeftModelViewMatrix);
- glMultMatrixf(matrix);
- glColorMask(1.0, 0.0, 0.0, 1.0);
- /**//*
- * 物体的坐标Vp
- * 变换到屏幕坐标:Vp'= LeftProjectMatrix×Mp × LeftModelViewMatrix×Mv × Mr×Vp
- */
- glPushMatrix();
- {
- glRotatef(spin, 0.0, 1.0, 0.0);
- glutSolidTeapot(1.0);
- }
- glPopMatrix();
- }
- }
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- }
- glPopMatrix();
- glFlush();
- //---------------------------------------------------------------------------------------------
- //Right View port
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- {
- glGetFloatv(GL_PROJECTION_MATRIX, matrix);
- glLoadIdentity();
- glMultMatrixf(RightProjectMatrix);
- glMultMatrixf(matrix);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- {
- glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
- glLoadIdentity();
- glMultMatrixf(RightModelViewMatrix);
- glMultMatrixf(matrix);
- glColorMask(0.0, 1.0, 1.0, 1.0);
- glClearDepth(1.0);
- glClear(GL_DEPTH_BUFFER_BIT);
- /**//*
- * 物体的坐标Vp
- * 变换到屏幕坐标:Vp'= RightProjectMatrix×Mp× RightModelViewMatrix×Mv × Mr×Vp
- */
- glPushMatrix();
- {
- glRotatef(spin, 0.0, 1.0, 0.0);
- glutSolidTeapot(1.0);
- //glutSolidSphere(1.0, 20, 5);
- }
- }
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- }
- glPopMatrix();
- glFlush ();
- glutSwapBuffers();
- }
- void reshape (int w, int h)
- {
- if (h == 0)
- {
- h == 1;
- }
- glViewport (0, 0, (GLsizei) w, (GLsizei) h);
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity();
- //投影矩阵:Mp
- gluPerspective(fovy, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
- }
- void spinDisplay(void)
- {
- spin = spin + 1.0;
- if (spin > 360.0)
- {
- spin = spin - 360.0;
- }
- glutPostRedisplay();
- }
- int main(int argc, char** argv)
- {
- glutInit(&argc, argv);
- glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
- glutInitWindowSize (500, 500);
- glutInitWindowPosition (100, 100);
- glutCreateWindow (argv[0]);
- init ();
- glutDisplayFunc(display);
- glutReshapeFunc(reshape);
- glutIdleFunc(spinDisplay);
- glutMainLoop();
- return 0;
- }