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我正在使用LWJGL和slick_util在Java中進行遊戲,最近我試圖實現一個健身欄,它將懸停在玩家頭頂上。問題是,它沒有正確定位。健康欄的左下角(從OpenGL開始繪製的地方)總是出現在玩家矩形的右上角,當玩家以x或y或兩者移動時,健康欄會以相同方向遠離玩家。我認爲這可能是glTranslatef的一個問題,或者是我錯過了一些愚蠢的東西。LWJGL播放器運行狀況欄未正確定位
渲染播放器的方法:
protected void render() {
Draw.rect(x, y, 32, 32, tex); //Player texture drawn
Draw.rect(x, y + 33, 32, 15, 1, 0, 0); //Health bar drawn. x is the same as player's, but y is +33 because I want it to hover on top
}
抽獎類:
package rpgmain;
import static org.lwjgl.opengl.GL11.*;
import org.newdawn.slick.opengl.*;
/**
*
* @author Samsung
*/
public class Draw {
public static void rect(float x, float y, float width, float height, Texture tex) {
glEnable(GL_TEXTURE_2D);
glTranslatef(x, y, 0);
glColor4f(1f, 1f, 1f, 1f);
tex.bind();
glBegin(GL_QUADS); //Specifies to the program where the drawing code begins. just to keep stuff neat. GL_QUADS specifies the type of shape you're going to be drawing.
{
//PNG format for images
glTexCoord2f(0,1); glVertex2f(0, 0); //Specify the vertices. 0, 0 is on BOTTOM LEFT CORNER OF SCREEN.
glTexCoord2f(0,0); glVertex2f(0, height); //2f specifies the number of args we're taking(2) and the type (float)
glTexCoord2f(1,0); glVertex2f(width, height);
glTexCoord2f(1,1); glVertex2f(width, 0);
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
public static void rect(float x, float y, float width, float height, float r, float g, float b) {
glDisable(GL_TEXTURE_2D);
glTranslatef(x, y, 0);
glColor3f(r, g, b);
glBegin(GL_QUADS); //Specifies to the program where the drawing code begins. just to keep stuff neat. GL_QUADS specifies the type of shape you're going to be drawing.
{
glVertex2f(0, 0); //Specify the vertices. 0, 0 is on BOTTOM LEFT CORNER OF SCREEN.
glVertex2f(0, height); //2f specifies the number of args we're taking(2) and the type (float)
glVertex2f(width, height);
glVertex2f(width, 0);
}
glEnd();
glEnable(GL_TEXTURE_2D);
}
}
:D像魅力一樣工作。儘管它有效,但我仍然想要理解一件事。當我從我的Game類調用渲染方法時,它貫穿每個GameObject並更新並渲染它,我將glPushMatrix和glPopMatrix放在那裏,並在它們之間渲染對特定GameObject的調用。通過在Draw方法中添加額外的Push和Pops,我是否將一個新的矩陣添加到已經存在的父矩陣中?或者我只是在主矩陣中添加一個新元素?在此先感謝 - Rex – user3690770
基本上,glPushMatrix()將OpenGL矩陣的當前狀態保存到堆棧的頂部。當前矩陣不會受到影響,除非調用glLoadIdentity()會在最後一次調用glPushMatrix()時將矩陣恢復到狀態。任何轉換都應用於該矩陣。當調用glPopMatrix()時,矩陣會從堆棧頂部「彈出」,併成爲當前矩陣。該矩陣然後恢復到上次調用glPopMatrix()時的狀態。對glPopMatrix()的額外調用會再增加一個級別。 – Vincent