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clintCJM
02-13-2007, 09:01 AM
I want to implement a rubberband box zoom feature in my 3D openGL window, but am having problems.

I can create/draw the rubberband itself. Next, I need to make the contents of this rubbberband box become 90% of the window (only 90% because I want a small buffer on all sides). I'm having trouble conceptualizing how to do this. Any thoughts?

plasmonster
02-13-2007, 09:46 AM
You could try doing something sneaky with gluPickMatrix. Set your viewport (glViewport) to the rectangle of your zoom inset, then call gluPickMatrix (before glOrtho/glFrustum) with the center of the rect and the width and height of the inset (gluPickMatrix multiplies a matrix onto the projection matrix stack that stretches the pick rectangle so that it covers the entire viewport.)

I haven't tried this with gluPickMatrix specifically, but I think it should work in principle.

clintCJM
02-13-2007, 12:16 PM
caveman, thanks for the suggestion. I'll give it a shot.

plasmonster
02-15-2007, 04:23 AM
Well, I've had quite a bit of free time lately (perhaps too much), so I threw together a little utility function for this sort of thing.


/* Call ZoomMatrix on the projection matrix stack before applying your normal
* projection transformation (like gluPickMatrix).
*
* zoom{X,Y,W,H}:
* the zoom origin and dimensions in the main viewport
* (symmetric rectangle centered at (X,Y))
*
* dest{W,H}:
* the destination width and height in the main viewport to render the zoomed scene in
* (call glViewport with this rectangle)
*
* viewport{W,H}:
* the width and height of the main viewport
*/
void ZoomMatrix(float zoomX, float zoomY, float zoomW, float zoomH,
float destW, float destH,
float viewportW, float viewportH)
{
float scaleX = destW / viewportW;
float scaleY = destH / viewportH;
zoomX *= scaleX; zoomY *= scaleY;
zoomW *= scaleX; zoomH *= scaleY;
glTranslatef((destW - 2 * zoomX) / zoomW, -(destH - 2 * zoomY) / zoomH, 0);
glScalef(destW / zoomW, destH / zoomH, 1);
}Edit: Oops, forgot to remove the redundant parameters.