在瓷砖地图上绘制精灵

时间:2013-03-27 15:22:39

标签: c++ opengl

所以我有一个2D数组,它可以作为我绘制瓷砖的地图。

int sMap[12][20] = {
  {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
  {1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 1},
  {1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1},
  {1, 0, 1, 0, 1, 2, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1},
  {1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 1, 0, 0, 1},
  {1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1},
  {1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0, 0, 1},
  {1, 1, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 1, 0, 1, 1, 2, 2, 2, 1},
  {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};

我的瓷砖装入后,我会使用此function()放置瓷砖:

for (int y = 0; y < 12; y++){
    for (int x = 0; x < 20; x++){
        if    (sMap[y][x] == 1)
            glBindTexture( GL_TEXTURE_2D, brick1);
        else if (sMap[y][x] == 2)
            glBindTexture( GL_TEXTURE_2D, brick2);
        else
            glBindTexture( GL_TEXTURE_2D, wall );

        glBegin(GL_QUADS);
        glTexCoord2f(0.0f, 0.0f); glVertex3f(float(x + offsetx),     float(MAP_SIZEY - (y + offsety)), 0.0f); 
        glTexCoord2f(1.0f, 0.0f); glVertex3f(float(x + 1 + offsetx), float(MAP_SIZEY - (y + offsety)), 0.0f); 
        glTexCoord2f(1.0f, 1.0f); glVertex3f(float(x + 1 + offsetx), float(MAP_SIZEY - (y + 1 + offsety)), 0.0f); 
        glTexCoord2f(0.0f, 1.0f); glVertex3f(float(x + offsetx),     float(MAP_SIZEY - (y + 1 + offsety)), 0.0f);
        glEnd();
    }
}

我想我可能会把自己与瓷砖的坐标系混淆,因为当我画一个基本的OpenGL方形作为精灵时,我只是在运行程序时得到一个黑屏。

我不确定这是否意味着精灵到瓦片的比例是错误的,或者精灵和瓦片是否在不同的Z平面上......

如果有人能够解释坐标系,我会很感激,如果我不像我想的那样理解它,并建议我如何在同一坐标上绘制OpenGL方格。

目前我有这个来绘制我的基本精灵:

struct RECT{float x, y, w, h;};
RECT sprite = {0, 0, 10, 10};

void drawSprite (RECT rect){
    glBegin(GL_QUADS);
    glColor3f(1.0f, 0.0f, 0.0f);    
        glVertex3f(rect.x, rect.y, 0.0);
        glVertex3f(rect.x, rect.y+rect.h, 0.0);
        glVertex3f(rect.x+rect.w, rect.y+rect.h, 0.0);
        glVertex3f(rect.x+rect.w, rect.y, 0.0);
    glEnd();
}

修改

调整屏幕大小:

glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,20.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

画场景:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(10.0f, 8.0f, 20.0f, 10.0f, 8.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glTranslatef(5.0f,4.0f,0.0f);
draw_tiles();
draw_sprite();

1 个答案:

答案 0 :(得分:1)

在draw_tiles函数中,您可能会传递不正确的坐标 - 也许您应该将x和y值乘以图块大小。

还可以尝试关闭深度测试和背面剔除,以帮助解决黑屏问题。

glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );