我正在製作一款帶有跟隨凸輪的玩家的3D遊戲。在我開始使用真實模型之前,我使用了cube,並使用displaylist渲染它,並且它的一切都很好。但是,現在我正在導入更多頂點的完整3D模型,我查看了一些VBO。我有一個完整的VBO結構設置,我可以看到最初繪製的模型,但它被繪製在遊戲世界的中心。當我移動播放器時,模型不會像應該那樣翻譯。該模型不會移動其位置。動態移動VBO的問題
這裏是我最初用來繪製玩家爲矩形(工作)代碼:
public static void drawRectPrism(float centerx, float centery, float centerz, float length, float height, float width, float rx, float ry, float rz)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
{
glTranslatef(centerx, centery, centerz);
glRotatef(rx, 1, 0, 0);
glRotatef(ry, 0, 1, 0);
glRotatef(rz, 0, 0, 1);
glTranslatef(-centerx, -centery, -centerz);
glTranslatef(-length/2f, -height/2f, -width/2f);
glBegin(GL_QUADS);
{
glColor3f(1.0f, 0, 0);
glVertex3f(centerx, centery, centerz);
glVertex3f(centerx + length, centery, centerz);
glVertex3f(centerx + length, centery + height, centerz);
glVertex3f(centerx, centery + height, centerz);
glColor3f(0, 1.0f, 0);
glVertex3f(centerx, centery, centerz + width);
glVertex3f(centerx + length, centery, centerz + width);
glVertex3f(centerx + length, centery + height, centerz + width);
glVertex3f(centerx, centery + height, centerz + width);
glColor3f(0, 0, 1.0f);
glVertex3f(centerx, centery, centerz);
glVertex3f(centerx, centery + height, centerz);
glVertex3f(centerx, centery + height, centerz + width);
glVertex3f(centerx, centery, centerz + width);
glColor3f(0, 1.0f, 1.0f);
glVertex3f(centerx + length, centery, centerz);
glVertex3f(centerx + length, centery + height, centerz);
glVertex3f(centerx + length, centery + height, centerz + width);
glVertex3f(centerx + length, centery, centerz + width);
glColor3f(1.0f, 1.0f, 0);
glVertex3f(centerx, centery, centerz);
glVertex3f(centerx + length, centery, centerz);
glVertex3f(centerx + length, centery, centerz + width);
glVertex3f(centerx, centery, centerz + width);
glColor3f(1.0f, 0, 1.0f);
glVertex3f(centerx, centery + height, centerz);
glVertex3f(centerx + length, centery + height, centerz);
glVertex3f(centerx + length, centery + height, centerz + width);
glVertex3f(centerx, centery + height, centerz + width);
}
glEnd();
}
glPopMatrix();
}
我嘗試了幾種不同的方法的地方比別人強,並可能實施可怕的編程結構,但我覺得它應該仍然有效。
第一次嘗試:適應矩形代碼加載我的頂點和模型,而不是特定的矩形verticies:
public void translate(float x, float y, float z, float rx, float ry, float rz)
{
File f = new File("graveDigga.obj");
try{
m = OBJLoader.loadModel(f);
}
catch(FileNotFoundException e)
{
e.printStackTrace();
Display.destroy();
System.exit(1);
}
catch(IOException e)
{
e.printStackTrace();
Display.destroy();
System.exit(1);
}
displayListChar = glGenLists(1);
glNewList(displayListChar, GL_COMPILE);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
{
glTranslatef(x, y, z);
glRotatef(rx, 1, 0, 0);
glRotatef(ry, 0, 1, 0);
glRotatef(rz, 0, 0, 1);
//glTranslatef(-x, -y, -z);
//glTranslatef(-length/2f, -height/2f, -width/2f);
glBegin(GL_TRIANGLES);
for(Face face : m.faces)
{
Vector2f t1 = m.textures.get((int) face.textures.x - 1);
glTexCoord2f(t1.x +x ,1-(t1.y +y));
Vector3f n1 = m.normals.get((int) face.normal.x-1);
glNormal3f(n1.x +x ,n1.y+y,n1.z +z);
Vector3f v1 = m.vertices.get((int) face.vertex.x-1);
glVertex3f(v1.x +x,v1.y+y,v1.z+z);
Vector2f t2 = m.textures.get((int) face.textures.y - 1);
glTexCoord2f(t2.x +x, 1 - (t2.y+y));
Vector3f n2 = m.normals.get((int) face.normal.y-1);
glNormal3f(n2.x+x,n2.y+y ,n2.z+z);
Vector3f v2 = m.vertices.get((int) face.vertex.y-1);
glVertex3f(v2.x+x,v2.y+y ,v2.z+z);
Vector2f t3 = m.textures.get((int) face.textures.z - 1);
glTexCoord2f(t3.x +x, 1 - (t3.y +y));
Vector3f n3 = m.normals.get((int) face.normal.z-1);
glNormal3f(n3.x+x,n3.y+y,n3.z +z);
Vector3f v3 = m.vertices.get((int) face.vertex.z-1);
glVertex3f(v3.x+x,v3.y+y,v3.z +z);
}
glEnd();
}
glPopMatrix();
//}
//glPopMatrix();
build();
}
我接下來試圖從這些數據創建一個VBO顯示模式和調用rander方法我的遊戲循環。在調用渲染之前,我會通過代碼來嘗試翻譯VBO的位置,但沒有發生任何事情。
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
{
//glLoadIdentity();
glTranslatef(x,y,z);
glRotatef(rx, 1, 0, 0);
glRotatef(ry, 0, 1, 0);
glRotatef(rz, 0, 0, 1);
glTranslatef(-x,-y,-z);
glDrawArrays(GL_TRIANGLES, 0, m.faces.size() * 3);
}
我或我不知道我是否應該使用着色器這個沒有,但我的一部分被質疑爲什麼很難在移動世界空間中的3D模型?有沒有一種混亂的方式更容易實現暫時的基礎?