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java - LWJGL 使物体始终面朝上

转载 作者:行者123 更新时间:2023-12-01 11:27:37 25 4
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我需要使 3D 对象以相同的方式面朝上,无论它们相对于相机的位置如何。就好像相机距离非常非常远并放大了一样。这就是我的意思(看看柱子和墙壁):http://youtu.be/Pn9fh93oV-c

这是我到目前为止所拥有的:

package pack;

import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;

import java.util.Random;

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.util.glu.GLU.gluPerspective;

public class Main {

float viewx, viewy;
float angle;

public static void main(String[] args) {
Main main = new Main();
main.start();
}

private void start() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("Three Dee Demo");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
Display.destroy();
System.exit(1);
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective((float) 30, 640f / 480f, 0.001f, 100);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glTranslatef(0, 0, -20);

while (!Display.isCloseRequested()) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

update();
render();

Display.update();
Display.sync(60);
}

Display.destroy();
System.exit(0);
}

private void render() {

GL11.glBegin(GL11.GL_QUADS);
GL11.glColor3f(1.0f,1.0f,0.0f);
GL11.glVertex3f( 1.0f, 1.0f,-1.0f);
GL11.glVertex3f(-1.0f, 1.0f,-1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
GL11.glVertex3f( 1.0f, 1.0f, 1.0f);
GL11.glColor3f(1.0f,0.5f,0.0f);
GL11.glVertex3f( 1.0f,-1.0f, 1.0f);
GL11.glVertex3f(-1.0f,-1.0f, 1.0f);
GL11.glVertex3f(-1.0f,-1.0f,-1.0f);
GL11.glVertex3f( 1.0f,-1.0f,-1.0f);
GL11.glColor3f(1.0f,0.0f,0.0f);
GL11.glVertex3f( 1.0f, 1.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
GL11.glVertex3f(-1.0f,-1.0f, 1.0f);
GL11.glVertex3f( 1.0f,-1.0f, 1.0f);
GL11.glColor3f(1.0f,1.0f,0.0f);
GL11.glVertex3f( 1.0f,-1.0f,-1.0f);
GL11.glVertex3f(-1.0f,-1.0f,-1.0f);
GL11.glVertex3f(-1.0f, 1.0f,-1.0f);
GL11.glVertex3f( 1.0f, 1.0f,-1.0f);
GL11.glColor3f(0.0f,0.0f,1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f,-1.0f);
GL11.glVertex3f(-1.0f,-1.0f,-1.0f);
GL11.glVertex3f(-1.0f,-1.0f, 1.0f);
GL11.glColor3f(1.0f,0.0f,1.0f);
GL11.glVertex3f( 1.0f, 1.0f,-1.0f);
GL11.glVertex3f( 1.0f, 1.0f, 1.0f);
GL11.glVertex3f( 1.0f,-1.0f, 1.0f);
GL11.glVertex3f( 1.0f,-1.0f,-1.0f);
GL11.glEnd();

}

private void update() {
if (Keyboard.isKeyDown(Keyboard.KEY_UP)) {
viewx -= 0.1f*(float)Math.sin(Math.toRadians(angle));
viewy -= 0.1f*(float)Math.cos(Math.toRadians(angle));
}

if (Keyboard.isKeyDown(Keyboard.KEY_DOWN)) {
viewx += 0.1f*(float)Math.sin(Math.toRadians(angle));
viewy += 0.1f*(float)Math.cos(Math.toRadians(angle));
}
if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) {
viewx+= 0.1f*(float)Math.sin(Math.toRadians(angle-90));
viewy+=0.1f*(float)Math.cos(Math.toRadians(angle-90));
}

if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) {
viewx+= 0.1f*(float)Math.sin(Math.toRadians(angle+90));
viewy+=0.1f*(float)Math.cos(Math.toRadians(angle+90));
}

if (Keyboard.isKeyDown(Keyboard.KEY_Q)) {
angle += 1;
}


if (Keyboard.isKeyDown(Keyboard.KEY_E)) {
angle -= 1;
}

glLoadIdentity();
glRotatef (angle, 0, 0, 1);
glTranslated(viewx, viewy, -20);

GL11.glBegin(GL11.GL_QUADS);
GL11.glColor3f(1.0f,1.0f,0.0f);
GL11.glVertex3f( -viewx-0.2f, -viewy-0.2f,0);
GL11.glVertex3f(-viewx+0.2f, -viewy-0.2f, 0);
GL11.glVertex3f(-viewx+0.2f, -viewy+0.2f, 0);
GL11.glVertex3f( -viewx-0.2f, -viewy+0.2f, 0);
glEnd();

}
}

最佳答案

该游戏似乎使用了正交投影 - 请注意距离相机较远的物体并没有变小。这就是为什么线条的方向不依赖于相机位置的原因。

这张图片的左半部分显示了用透视投影渲染的 crate 网格。右半部分显示了使用正交投影渲染的相同网格。

请注意,通过正交投影,所有 crate 看起来都是相同的,无论它们的位置如何,也无论它们与相机的距离如何 - 只有它们的方向很重要。

在 OpenGL 固定功能管道中,您可以使用 glOrtho 设置正交投影。如果你使用的是可编程流水线,那么这取决于你的具体程序;一般来说,您需要在 fo 中使用投影矩阵

关于java - LWJGL 使物体始终面朝上,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30693760/

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