所以,我做了一个2D平台游戏。我得到了纹理,控制和一切正常,直到我决定让游戏拥有滚动相机。我读过的地方说,使用glOrtho移动和缩放相机,但当我打电话glOrtho我的屏幕变成黑色我知道我做错了什么,但不知道该怎么做。OpenGL得到了glOrtho黑色屏幕lwjgl
我的游戏循环之前得到这个:
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
和我得到这个在游戏循环,使相机跟随玩家:
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);
但它给了我黑色的屏幕..当我更改第一次调用glOrtho的值时,这很好,但我已经在谷歌上搜索这个概要但找不到任何帮助?
编辑:这里的主类
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();
}
}
所以,你的模型视图堆栈将邻投影矩阵呢?为什么? – genpfault
所以你说我需要切换到第二次glOrtho之前再次gl_projection? – Greffin28
@ Greffin28:你的方法存在一些潜在的问题,但没有进一步的代码,很难说出发生了什么。如果你把这个矩阵放到两个堆栈上,它们将被应用两次。这不会给你预期的结果,'glOrtho'只是创建一个合并的缩放转换矩阵。 – derhass