我一直在尝试使用lwjgl为我在飞镖中制作的游戏创建广告牌效果。
我一直在读你应该让每个广告牌顶点都位于世界中心位置,然后用相机矢量取代它们。我不太明白该怎么做。
这是我的渲染类:
class Quad {
Shader shader;
int posLocation;
Texture texture;
WebGL.UniformLocation objectTransformLocation, viewTransformLocation, textureTransformLocation,
colorLocation, fogColorLocation, cameraTransformLocation;
Quad(this.shader) {
posLocation = gl.getAttribLocation(shader.program, "a_pos");
objectTransformLocation = gl.getUniformLocation(shader.program, "u_objectTransform");
textureTransformLocation = gl.getUniformLocation(shader.program, "u_textureTransform");
viewTransformLocation = gl.getUniformLocation(shader.program, "u_viewTransform");
cameraTransformLocation = gl.getUniformLocation(shader.program, "u_cameraTransform");
colorLocation = gl.getUniformLocation(shader.program, "u_color");
fogColorLocation = gl.getUniformLocation(shader.program, "u_fogColor");
gl.useProgram(shader.program);
Float32List vertexArray = new Float32List(4 * 3);
vertexArray.setAll(0 * 3, [.5, .5, 0.0]);
vertexArray.setAll(1 * 3, [.5, -.5, 0.0]);
vertexArray.setAll(2 * 3, [-.5, -.5, 0.0]);
vertexArray.setAll(3 * 3, [-.5, .5, 0.0]);
Int16List elementArray = new Int16List(6);
elementArray.setAll(0, [0, 1, 2, 0, 2, 3]);
gl.enableVertexAttribArray(posLocation);
WebGL.Buffer vertexBuffer = gl.createBuffer();
gl.bindBuffer(WebGL.ARRAY_BUFFER, vertexBuffer);
gl.bufferDataTyped(WebGL.ARRAY_BUFFER, vertexArray, WebGL.STATIC_DRAW);
gl.vertexAttribPointer(posLocation, 3, WebGL.FLOAT, false, 0, 0);
WebGL.Buffer elementBuffer = gl.createBuffer();
gl.bindBuffer(WebGL.ELEMENT_ARRAY_BUFFER, elementBuffer);
gl.bufferDataTyped(WebGL.ELEMENT_ARRAY_BUFFER, elementArray, WebGL.STATIC_DRAW);
gl.bindBuffer(WebGL.ELEMENT_ARRAY_BUFFER, elementBuffer);
}
void setCamera(Matrix4 camera, Matrix4 viewMatrix) {
gl.uniformMatrix4fv(viewTransformLocation, false, viewMatrix.storage);
gl.uniformMatrix4fv(cameraTransformLocation, false, camera.storage);
}
void setTexture(Texture texture) {
this.texture = texture;
gl.bindTexture(WebGL.TEXTURE_2D, texture.texture);
}
void setFogColor(Vector4 fogColor) {
gl.uniform4fv(fogColorLocation, fogColor.storage);
}
Vector4 defaultColor = new Vector4(1.0, 1.0, 1.0, 1.0);
Matrix4 objectMatrix = new Matrix4.identity();
Matrix4 textureMatrix = new Matrix4.identity();
void render(Vector3 pos, num w, num h, num uo, num vo, {Vector4 color, Vector3 rotation, num tw, num th}) {
if (!texture.loaded) return;
if (color == null) color = defaultColor;
if (rotation == null) rotation = new Vector3(0.0, 0.0, 0.0);
if (tw == null) tw = w;
if (th == null) th = h;
objectMatrix.setIdentity();
objectMatrix.translate(pos.x, pos.y, pos.z);
objectMatrix.rotateX(rotation.x);
objectMatrix.rotateY(rotation.y);
objectMatrix.rotateZ(rotation.z);
objectMatrix.scale(w * 1.0, h * 1.0, 0.0);
gl.uniformMatrix4fv(objectTransformLocation, false, objectMatrix.storage);
textureMatrix.setIdentity();
textureMatrix.scale(1.0 / texture.width, -(1.0 / texture.height), 0.0);
textureMatrix.translate((uo + tw / 2.0), (vo + th / 2.0), 0.0);
textureMatrix.scale((tw - 0.5), (th - 0.5), 0.0);
gl.uniformMatrix4fv(textureTransformLocation, false, textureMatrix.storage);
gl.uniform4fv(colorLocation, color.storage);
gl.drawElements(WebGL.TRIANGLES, 6, WebGL.UNSIGNED_SHORT, 0);
}
}
这是我要呈现为广告牌的树:
class Tree extends Object {
Tree(var pos): super(pos);
void render() {
quad.render(getRenderPos(), 48, 48, 0, 208);
}
Vector3 getRenderPos() {
return new Vector3(pos.x, pos.y + 24, pos.z);
}
}
答案 0 :(得分:1)
我知道您想知道如何在WebGL中实现相机,对吗?
您可能知道,WebGL API不提供相机抽象,因此您必须手动构建自己的相机。
我认为最直接的方法是构建一个表示相机的变换矩阵(比例,旋转,平移),然后计算其逆矩阵,最后将其应用于场景的所有对象。
看看Gregg Tavares的精彩介绍: