【发布时间】:2014-03-27 14:06:18
【问题描述】:
所以,我制作了一个 2d 平台游戏。我得到了纹理、控件和一切都很好,直到我决定让游戏有一个滚动相机。我读过某处说使用 glOrtho 移动和缩放相机,但是当我调用 glOrtho 时,我的屏幕变黑了,我知道我做错了什么,但不知道该怎么做。
我在游戏循环之前得到了这个:
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glOrtho(0, GAME_WIDTH, GAME_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
*enabling texture_2d and others
我在游戏循环中得到了这个,让相机跟随玩家:
glClear(GL_COLOR_BUFFER_BIT);
xOff = player.x - GAME.WIDTH / 2;
yOff = player.y - GAME.HEIGHT / 2;
glOrtho(xOff, xOff + GAME_WIDTH, yOff + GAME_HEIGHT, yOff, 1, -1);
但是它给了我黑屏..虽然我在第一次调用 glOrtho 时更改值很好..我已经在谷歌上搜索了这个问题但找不到任何帮助?
编辑:这是主类
package com.org.Game;
import static org.lwjgl.opengl.GL11.*;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import com.org.Game.Graphics.Draw;
import com.org.Game.Graphics.Sprite;
import com.org.Game.Graphics.Spritesheet;
import com.org.Game.Level.Level;
import com.org.Game.Level.Entity.Mob.Player;
public class Main {
private static String title = "Platformer";
private static int WINDOW_WIDTH = 800, WINDOW_HEIGHT = 600;
private static int GAME_WIDTH = 320, GAME_HEIGHT = 240;
private boolean exit = false;
private long lastFPS;
private int fps;
private long lastFrame;
private long delta;
private boolean fpscap = true;
private Level lvl;
private Player player;
private int xOff, yOff;
public Main() {
try {
Display.setDisplayMode(new DisplayMode(WINDOW_WIDTH, WINDOW_HEIGHT));
Display.setTitle(title);
Display.setVSyncEnabled(true);
DisplayMode[] modes = Display.getAvailableDisplayModes();
for (int i = 0; i < modes.length; i++) {
if (modes[i].getWidth() == WINDOW_WIDTH && modes[i].getHeight() == WINDOW_HEIGHT && modes[i].getFrequency() == 60 && modes[i].isFullscreenCapable()) {
Display.setDisplayMode(modes[i]);
System.out.println(modes[i].getWidth() + " " + modes[i].getHeight() + " " + modes[i].getBitsPerPixel() + " " + modes[i].getFrequency() + " " + modes[i].isFullscreenCapable());
break;
}
}
// Display.setFullscreen(true);
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
Display.destroy();
System.exit(0);
}
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glOrtho(0, GAME_WIDTH, GAME_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_DST_COLOR);
glPolygonMode(GL_FRONT, GL_FILL);
lvl = new Level();
lvl.loadLevel("level0.dat");
if (lvl == null) System.out.println("NULL");
player = new Player(16, 16, Sprite.cobalt, lvl);
start();
Spritesheet.tiles.tex.release();
Spritesheet.bg_day.tex.release();
Display.destroy();
System.exit(0);
}
int a;
private void render() {
Draw.clearScreen();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glOrtho(xOff, xOff + GAME_WIDTH, yOff + GAME_HEIGHT, yOff, 1, -1);
glMatrixMode(GL_MODELVIEW);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
Draw.setTexture(Spritesheet.bg_day);
Draw.drawBackground(GAME_WIDTH, GAME_HEIGHT, Spritesheet.bg_day);
Draw.setTexture(Spritesheet.tiles);
lvl.renderLevel(GAME_WIDTH, GAME_HEIGHT, xOff, yOff);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
player.render();
}
private void update(long delta) {
player.update(delta);
if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) exit = true;
if (Keyboard.isKeyDown(Keyboard.KEY_Z)) fpscap = true;
if (Keyboard.isKeyDown(Keyboard.KEY_X)) fpscap = false;
}
public void start() {
lastFPS = getTime();
getDelta();
while (!Display.isCloseRequested() && !exit) {
getDelta();
xOff = (int) player.x - GAME_WIDTH / 2;
yOff = (int) player.y - GAME_HEIGHT / 2;
render();
update(delta);
updateFPS();
Display.update();
if (fpscap) Display.sync(120);
}
}
private void getDelta() {
long now = getTime();
delta = now - lastFrame;
lastFrame = now;
}
private void updateFPS() {
fps++;
if (getTime() - lastFPS > 1000) {
lastFPS += 1000;
Display.setTitle(title + " FPS: " + fps);
fps = 0;
}
}
private long getTime() {
return Sys.getTime() * 1000 / Sys.getTimerResolution();
}
public static void main(String[] args) {
new Main();
}
}
【问题讨论】:
-
所以你也在模型视图堆栈上放置一个正交投影矩阵?为什么?
-
所以你是说我需要在第二个 glOrtho 之前切换到 gl_projection ?
-
@Greffin28:您的方法存在一些潜在问题,但如果没有进一步的代码,很难判断发生了什么。如果将该矩阵放在两个堆栈上,它们将被应用两次。这不会给您期望的结果,
glOrtho只会创建一个组合的缩放和平移矩阵。 -
@derhass 你想看代码吗?如果第二个 glOrtho 结合了之前的状态,我怎么能用 glOrtho 让相机跟随玩家?