我开始为我的3D OpenGL游戏创建GUI,为此我使用了固定的管道功能。
这就是我想要做的事情:
启用2d:
public void Enable2D() {
//GL11.glDisable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glOrtho(0, Display.getDisplayMode().getWidth(),
Display.getDisplayMode().getHeight(), 0, -1, 1);
GL11.glDisable(GL11.GL_DEPTH_TEST);
//GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix();
GL11.glLoadIdentity();
}
渲染四边形:
GL11.glColor3f(0.5f,0.5f,1.0f);
// draw quad
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2f(boundingBox.getLocation().x,boundingBox.getLocation().y);
GL11.glVertex2f(boundingBox.getLocation().x+boundingBox.getSize().x,boundingBox.getLocation().y);
GL11.glVertex2f(boundingBox.getLocation().x+boundingBox.getSize().x,boundingBox.getLocation().y+boundingBox.getSize().y);
GL11.glVertex2f(boundingBox.getLocation().x,boundingBox.getLocation().y+boundingBox.getSize().y);
GL11.glEnd();
禁用2d:
public void Disable2D() {
// GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_TEXTURE_2D);
//GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
}
这不会渲染QUAD。然而奇怪的部分是我使用Slick2D字体渲染绘制文本并且它完美地工作。只是这个四边形不会被渲染。
为什么会这样?
编辑:这是我的GL Init代码,看看你是否可以找到会导致这种行为的东西:
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(FIELD_OF_VIEW,
((float) Display.getWidth() / (float) Display.getHeight()),
NEAR_DISTANCE, FAR_DISTANCE);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
// FUNCTIONS
GL11.glClearColor(204f / 255f, 1f, 248f / 255f, 0.0f); // Blueish
// Background
GL11.glClearDepth(1.0f); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthMask(true);
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Test To Do
GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); // Really Nice
// Perspective Calculations
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glCullFace(GL11.GL_BACK);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_LIGHTING);
// LIGHTING
float lightAmbient[] = { 0.7f, 0.7f, 0.7f, 1.0f }; // Ambient Light
// Values
float lightDiffuse[] = { 1.3f, 1.3f, 1.3f, 1.0f }; // Diffuse Light
// Values
float lightPosition[] = { 35f, 500f, 35f, 1.0f }; // Diffuse Light
// Values
ByteBuffer temp = ByteBuffer.allocateDirect(16);
temp.order(ByteOrder.nativeOrder());
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, (FloatBuffer) temp
.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient
// Light
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, (FloatBuffer) temp
.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse
// Light
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, (FloatBuffer) temp
.asFloatBuffer().put(lightPosition).flip()); // Setup The
// Diffuse Light
// calculate the lighting for both front and back faces correctly
//GL11.glLightModeli(GL11.GL_LIGHT_MODEL_TWO_SIDE, GL11.GL_TRUE);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK,
GL11.GL_AMBIENT_AND_DIFFUSE);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_NORMALIZE);
答案 0 :(得分:0)
我最终做的是使用VBO进行渲染。没有花太长时间来实施,结果很棒。我按GUI元素类型使用VBO。我真的建议不要将GL11用于这种基本类型的东西。坚持使用'先进方法'。