解决因OpenGL渲染窗口高宽比导致图形变形
在 OpenGL 中,由于窗口的 宽高比(aspect ratio) 与绘制内容的坐标系统不一致,图像会出现拉伸、压缩等变形现象。为了解决这个问题,可根据窗口的大小调整投影矩阵,确保图像在视觉上保持原始比例。
先通过glViewPort调整视口
void resizeGL(int w, int h) {
glViewport(0, 0, w, h);
}
再根据窗口高宽比,计算出合适的投影矩阵,这样体现出来的样式,就是截掉了宽高比之外的内容,显示的内容不变形,正圆就是正圆,不会被拉伸成椭圆
float aspect=(float)w/h;
glm::mat4 projection;
if(aspect>=1.0f){
projection = glm::ortho(-aspect, aspect, -1.0f, 1.0f, -0.1f, 1.0f);
}else{
projection = glm::ortho(-1.0f, 1.0f, -1.0f/aspect, 1.0f/aspect, -0.1f, 1.0f);
}
参考OBS的实现,先计算显示窗口和渲染内容的比例:
static inline void GetScaleAndCenterPos(int baseCX, int baseCY, int windowCX,
int windowCY, int &x, int &y,
float &scale)
{
double windowAspect, baseAspect;
int newCX, newCY;
windowAspect = double(windowCX) / double(windowCY);
baseAspect = double(baseCX) / double(baseCY);
if (windowAspect > baseAspect) {
scale = float(windowCY) / float(baseCY);
newCX = int(double(windowCY) * baseAspect);
newCY = windowCY;
} else {
scale = float(windowCX) / float(baseCX);
newCX = windowCX;
newCY = int(float(windowCX) / baseAspect);
}
x = windowCX / 2 - newCX / 2;
y = windowCY / 2 - newCY / 2;
}
正交投影时,设置偏移 顶点着色器就按标准方式乘以对应的矩阵
#version 330 core
layout (location = 0) in vec3 aPos;
...
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
// 注意乘法要从右向左读
gl_Position = projection * view * model * vec4(aPos, 1.0);
...
}

