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java - OpenGL 渲染网格和旋转脚本不起作用?

转载 作者:行者123 更新时间:2023-12-01 05:29:24 24 4
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我创建了一个简单的脚本,用于创建柏林噪声数组并将其呈现在屏幕上。 Perlin 代码是健全的,但渲染代码却不然。屏幕仅呈现白色,屏幕上完全没有任何内容。

public class MainClass {
double lastFPS = 0;
double fps = 0;
int seed = 0;
float rotation = 0;
float[][]noise = new float[0][0];
float[]cameraPos = {0f,0f,0f};

public static void main(String[] args)
{
MainClass mainClass = new MainClass();
Random r = new Random();
mainClass.seed = r.nextInt();
mainClass.launchScreen();
}

float lerp(float x0, float x1, float alpha)
{
return x0 * (1 - alpha) + alpha * x1;
}

/**
* Calculate the FPS and set it in the title bar
*/
public void updateFPS() {
if (getTime() - lastFPS > 1000) {
Display.setTitle("FPS: " + fps + "; Seed: " + seed);
fps = 0; //reset the FPS counter
lastFPS += 1000; //add one second
}
fps++;
}

public void launchScreen()
{
try {
Display.setDisplayMode(new DisplayMode(800,600));
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}

lastFPS = getTime();
float rot = 0.0f;
PerlinGen pg = new PerlinGen();
noise = pg.GeneratePerlinNoise(pg.GenerateWhiteNoise(100, 100, seed), 5); //Get perlin noise array, returns float values from 0.0 to 1.0.
System.out.println("Noise length is: (" + noise.length + "," + noise[0].length + ")");

// init OpenGL here
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, 800, 0, 600, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);

GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE ); //Wireframe
//GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_FILL ); //Normal

while (!Display.isCloseRequested()) {

updateFPS();

// render OpenGL here
GL11.glClearColor(1,1,1,1);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

// draw quad
int centerX = noise.length*5;
int centerY = 5;
int centerZ = noise[0].length*-5;
GLU.gluLookAt(centerX*2,500, centerZ*2, /* look from camera XYZ */
centerX, centerY, centerZ, /* look at the origin */
0, 1, 0); /* positive Y up vector */

drawNoiseGrid(rot);
rot += 0.05f;

Display.update();
}

Display.destroy();
}

public void drawNoiseGrid(float r)
{
rotation = r;
GL11.glColor3f(0f,0f,0.0f);

for(int x=0;x<noise.length-1;x++)
{
for(int y=0;y<noise[x].length-1;y++)
{
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex3f(10*x,noise[x][y]*10,-10*y);//topleft
GL11.glVertex3f(10*(x+1),noise[x+1][y]*10,-10*y);//topright
GL11.glVertex3f(10*x,noise[x][y+1]*10,-10*(y+1));//bottomleft
GL11.glVertex3f(10*(x+1),noise[x+1][y+1]*10,-10*(y+1));//bottomright
GL11.glEnd();
}
}
}

/**
* Get the time in milliseconds
*
* @return The system time in milliseconds
*/
public long getTime() {
return (Sys.getTime() * 1000) / Sys.getTimerResolution();
}
}

最佳答案

每个四边形的结构如下:

//topleft
//topright
//bottomleft
//bottomright

如果该序列准确,您将尝试向 GL_QUADS 提交某种愚蠢的“Z”形多边形。

试试这个顺序:

//bottomleft
//bottomright
//topright
//topleft

此外,每个四边形不需要 glBegin()/glEnd(),因此将它们移到循环外部以提高性能:

GL11.glBegin(GL11.GL_QUADS);
for(int x=0;x<noise.length-1;x++)
{
for(int y=0;y<noise[x].length-1;y++)
{
GL11.glVertex3f(10*x,noise[x][y+1]*10,-10*(y+1));//bottomleft
GL11.glVertex3f(10*(x+1),noise[x+1][y+1]*10,-10*(y+1));//bottomright
GL11.glVertex3f(10*(x+1),noise[x+1][y]*10,-10*y);//topright
GL11.glVertex3f(10*x,noise[x][y]*10,-10*y);//topleft
}
}
GL11.glEnd();

关于java - OpenGL 渲染网格和旋转脚本不起作用?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9241176/

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