OpenGL/C++ 中“2D”相机的移动
Movement of '2D' camera in OpenGL/C++
我检查了该站点上所有其他相关问题,但 none 的解决方案对我有用。我只是想跟随我的矩形,它在 OpenGL 中通过按键左右移动。这是我的非常简单的程序:
/*Begin useful backend functions/vars*/
/*************************************/
//Window size and refresh rate (60 fps)
int width = 500;
int height = 500;
int interval = 1000 / 60;
//Used to draw rectangles
void drawRect(float x, float y, float width, float height) {
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x + width, y);
glVertex2f(x + width, y + height);
glVertex2f(x, y + height);
glEnd();
}
/***********************************/
/*End useful backend functions/vars*/
/*Game vars*/
/***********/
//keycodes
#define keyA 0x41
#define keyD 0x44
//player
int playerWidth = 30;
int playerHeight = 50;
int playerSpeed = 3;
//player starting position
float playerX = width / 2;
float playerY = 25.0f;
/***************/
/*End game vars*/
/*Game specific functions*/
/*************************/
void keyboard() {
//Move player (and camera) on key presses
if (GetAsyncKeyState(keyA)) {
playerX -= playerSpeed;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-playerSpeed,0,0);
}
if (GetAsyncKeyState(keyD)) {
playerX += playerSpeed;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(playerSpeed, 0, 0);
}
}
/********************/
/*End game functions*/
/*Draw and update for window*/
/****************************/
void draw() {
//Initialliy clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//Draw player
drawRect(playerX, playerY, playerWidth, playerHeight);
//Swap buffers to end
glutSwapBuffers();
}
void update(int value) {
// input handling
keyboard();
// Call update() again in 'interval' milliseconds
glutTimerFunc(interval, update, 0);
// Redisplay frame
glutPostRedisplay();
}
/*****************/
/*End draw/update*/
/*Main function*/
/***************/
int main(int argc, char** argv) {
// initialize opengl (via glut)
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(width, height);
glutCreateWindow("My Game");
// Register callback functions
glutDisplayFunc(draw);
glutTimerFunc(interval, update, 0);
// setup scene to be 2d
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, width, 0, height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//set draw color to white
glColor3f(1.0f, 1.0f, 1.0f);
//start the whole thing
glutMainLoop();
return 0;
}
/*************/
/*End of main*/
键盘移动完美,但是:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-playerSpeed,0,0);
在我的 keyboard()
函数中,什么都不做。如果我用 GL_PROJECTION
尝试它,它会使我的屏幕变黑。
首先请注意,glBegin
/glEnd
sequences and the fixed function matrix stack is deprecated since decades. See Fixed Function Pipeline and Legacy OpenGL.
绘制的那幅画
简化事情。
添加键盘上下键事件 (glutKeyboardFunc
/ glutKeyboardUpFunc
)。此功能仅修改播放器的速度。当按下按钮时设置速度并设置为 0,当释放按钮时:
int playerSpeed = 0;
void keyboardDown(unsigned char key, int x, int y)
{
if (key == 'a')
playerSpeed -= 3;
else if (key == 'd')
playerSpeed = 3;
}
void keyboardUp( unsigned char key, int x, int y )
{
playerSpeed = 0;
}
定时器事件只是修改了玩家的位置:
void update(int value)
{
playerX += playerSpeed;
glutTimerFunc(interval, update, 0);
glutPostRedisplay();
}
在draw
中设置模型矩阵并绘制矩形:
void draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(playerX, playerY, 0);
//Draw player
drawRect(0, 0, playerWidth, playerHeight);
//Swap buffers to end
glutSwapBuffers();
}
在main
中设置回调函数:
int main(int argc, char** argv)
{
// ...
glutDisplayFunc(draw);
glutTimerFunc(interval, update, 0);
glutKeyboardFunc( keyboardDown );
glutKeyboardUpFunc( keyboardUp );
// ...
}
我检查了该站点上所有其他相关问题,但 none 的解决方案对我有用。我只是想跟随我的矩形,它在 OpenGL 中通过按键左右移动。这是我的非常简单的程序:
/*Begin useful backend functions/vars*/
/*************************************/
//Window size and refresh rate (60 fps)
int width = 500;
int height = 500;
int interval = 1000 / 60;
//Used to draw rectangles
void drawRect(float x, float y, float width, float height) {
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x + width, y);
glVertex2f(x + width, y + height);
glVertex2f(x, y + height);
glEnd();
}
/***********************************/
/*End useful backend functions/vars*/
/*Game vars*/
/***********/
//keycodes
#define keyA 0x41
#define keyD 0x44
//player
int playerWidth = 30;
int playerHeight = 50;
int playerSpeed = 3;
//player starting position
float playerX = width / 2;
float playerY = 25.0f;
/***************/
/*End game vars*/
/*Game specific functions*/
/*************************/
void keyboard() {
//Move player (and camera) on key presses
if (GetAsyncKeyState(keyA)) {
playerX -= playerSpeed;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-playerSpeed,0,0);
}
if (GetAsyncKeyState(keyD)) {
playerX += playerSpeed;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(playerSpeed, 0, 0);
}
}
/********************/
/*End game functions*/
/*Draw and update for window*/
/****************************/
void draw() {
//Initialliy clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//Draw player
drawRect(playerX, playerY, playerWidth, playerHeight);
//Swap buffers to end
glutSwapBuffers();
}
void update(int value) {
// input handling
keyboard();
// Call update() again in 'interval' milliseconds
glutTimerFunc(interval, update, 0);
// Redisplay frame
glutPostRedisplay();
}
/*****************/
/*End draw/update*/
/*Main function*/
/***************/
int main(int argc, char** argv) {
// initialize opengl (via glut)
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(width, height);
glutCreateWindow("My Game");
// Register callback functions
glutDisplayFunc(draw);
glutTimerFunc(interval, update, 0);
// setup scene to be 2d
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, width, 0, height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//set draw color to white
glColor3f(1.0f, 1.0f, 1.0f);
//start the whole thing
glutMainLoop();
return 0;
}
/*************/
/*End of main*/
键盘移动完美,但是:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-playerSpeed,0,0);
在我的 keyboard()
函数中,什么都不做。如果我用 GL_PROJECTION
尝试它,它会使我的屏幕变黑。
首先请注意,glBegin
/glEnd
sequences and the fixed function matrix stack is deprecated since decades. See Fixed Function Pipeline and Legacy OpenGL.
简化事情。
添加键盘上下键事件 (glutKeyboardFunc
/ glutKeyboardUpFunc
)。此功能仅修改播放器的速度。当按下按钮时设置速度并设置为 0,当释放按钮时:
int playerSpeed = 0;
void keyboardDown(unsigned char key, int x, int y)
{
if (key == 'a')
playerSpeed -= 3;
else if (key == 'd')
playerSpeed = 3;
}
void keyboardUp( unsigned char key, int x, int y )
{
playerSpeed = 0;
}
定时器事件只是修改了玩家的位置:
void update(int value)
{
playerX += playerSpeed;
glutTimerFunc(interval, update, 0);
glutPostRedisplay();
}
在draw
中设置模型矩阵并绘制矩形:
void draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(playerX, playerY, 0);
//Draw player
drawRect(0, 0, playerWidth, playerHeight);
//Swap buffers to end
glutSwapBuffers();
}
在main
中设置回调函数:
int main(int argc, char** argv)
{
// ...
glutDisplayFunc(draw);
glutTimerFunc(interval, update, 0);
glutKeyboardFunc( keyboardDown );
glutKeyboardUpFunc( keyboardUp );
// ...
}