我目前正在使用LWJGL/OpenGL創建一個2D自上而下的遊戲,但我在繪製實體後讓它們移動,已使用頂點緩衝區對象呈現。這是渲染線程的run()方法,以設置方法一起:LWJGL/OpenGL頂點緩衝區對象
// Render thread
public void run() {
setUpDisplay();
setUpOpenGL();
setUpEntities();
while (isRunning) {
getFPS();
drawEntities();
Display.update();
Display.sync(60);
if (Display.isCloseRequested()) {
isRunning = false;
}
}
destroyEntities();
Display.destroy();
System.exit(0);
}
// Initialisation method for the display
private void setUpDisplay() {
try {
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setTitle("Roguelike");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
}
// Initialisation method for OpenGL
private void setUpOpenGL() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 480, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
lastFrame = Main.getTime();
}
和實體繼承一個抽象超這些方法來設置駐維也納各組織,並提請在呈現實體(drawEntities方法線程簡單地調用該方法,與實體更新方法(見下文),而setUpEntities調用設置方法):
// Method to initialise VBOs for a given entity
public void setUp() {
vertexData = BufferUtils.createFloatBuffer(12);
vertexData.put(getVertices());
vertexData.flip();
textureData = BufferUtils.createFloatBuffer(12);
textureData.put(textureVertices);
textureData.flip();
vboVertexHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vboTextureCoordHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboTextureCoordHandle);
glBufferData(GL_ARRAY_BUFFER, textureData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// Method to draw the entity
public void draw() {
glBindTexture(GL_TEXTURE_2D, loadTexture(this.textureKey).getTextureID());
glBindBuffer(GL_ARRAY_BUFFER, this.vboVertexHandle);
glVertexPointer(2, GL_FLOAT, 0, 0L);
glBindBuffer(GL_ARRAY_BUFFER, this.vboTextureCoordHandle);
glTexCoordPointer(2, GL_FLOAT, 0, 0L);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
到目前爲止,我一直試圖在屏幕上得到翻譯移動單個實體工作,但無濟於事 - 我已經嘗試使用以下更新方法爲實體更新其位置,但它會導致實體的副本線索被吸引在屏幕上,這顯然不是我想要的結果:
public void update(int delta) { // Updates the position of the object
this.x += this.dx * delta;
this.y += this.dy * delta;
this.setBounds();
this.vertexData.rewind();
this.vertexData.put(getVertices());
this.vertexData.flip();
glBindBuffer(GL_ARRAY_BUFFER, this.vboVertexHandle);
glBufferData(GL_ARRAY_BUFFER, this.vertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
下面是使用這種方法的結果(精靈只是一個佔位符我在一分鐘內展示畫問題) - Click
任何幫助將非常感激,如果您需要任何更多的信息,我會更新此。
在此先感謝!
編輯:快速筆記,getVertices():
public float[] getVertices() { // Returns array of vertices (for vertex VBO)
float[] vertices = { this.bounds[0], this.bounds[3], this.bounds[2], this.bounds[3],
this.bounds[2], this.bounds[1], this.bounds[2], this.bounds[1],
this.bounds[0], this.bounds[1], this.bounds[0], this.bounds[3] };
return vertices;
}
和的setBounds()如下:
public void setBounds() {
this.bounds[0] = this.x;
this.bounds[1] = this.y;
this.bounds[2] = this.x + this.width;
this.bounds[3] = this.y + this.height;
}
時調用該方法有效地更新到新的x/y值。
你需要清除緩存之間的幀渲染 – arynaq
*捂臉*我知道這會是愚蠢的東西一樣,得益於哈哈,它現在固定。 – ACraftyMarmoset