位于左上角的蓝色精灵是播放器,但应该位于屏幕的中央。关于此问题的所有其他线程在使用固定渲染管道的同时使用基于VBO的渲染管道。
我的矩阵如下:
转换矩阵:
glm::vec2 position = glm::vec2(x, y);
glm::vec2 size = glm::vec2(width, height);
this->transform = glm::translate(this->transform, glm::vec3(position, 0.0f));
this->transform = glm::scale(this->transform, glm::vec3(size, 1.0f));
投影矩阵:
glm::mat4 Screen::projection2D = glm::ortho(0.0f, (float)800, (float)600, 0.0f, -1.0f, 1.0f);
视图矩阵(翻译是播放器的翻译):
Screen::view = glm::lookAt(translation, translation+glm::vec3(0,0,-1), glm::vec3(0,1,0));
还有顶点着色器:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
uniform mat4 transform;
uniform mat4 projection;
uniform mat4 view;
out vec2 TexCoord;
void main()
{
gl_Position = projection * view* transform * vec4(aPos.xy, 0.0, 1.0);
TexCoord = aTexCoord;
}
那么这里出了什么问题。我对它的工作方式不了解吗?还是我在某个地方犯了小错误?
答案 0 :(得分:2)
所以我自己找到答案XD,
必须通过减去屏幕宽度和高度的一半来使翻译居中。
glm::vec3 cameraPos = glm::vec3(translation.x-Screen::width*0.5f, translation.y-Screen::height*0.5f, translation.z);