LWJGL 使用 slick-util 渲染文本
我想使用 slick-util 的教程在 openGL 应用程序顶部渲染一串文本:http://lwjgl.org/wiki/index.php?title=Slick-Util_Library_-_Part_3_-_TrueType_Fonts_for_LWJGL
这是我的初始化代码:
private void init() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setVSyncEnabled(true);
Display.setTitle(this.windowTitle);
Display.create();
Keyboard.create();
} catch (LWJGLException e) {
Sys.alert("Error", "Initialization failed!\n\n" + e.getMessage());
System.exit(0);
}
/* OpenGL */
int width = Display.getDisplayMode().getWidth();
int height = Display.getDisplayMode().getHeight();
GL11.glViewport(0, 0, width, height); // Reset The Current Viewport
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
GLU.gluPerspective(45.0f, ((float) width / (float) height), 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
GL11.glLoadIdentity(); // Reset The Modelview Matrix
GL11.glEnable(GL11.GL_TEXTURE_2D);
//GL11.glShadeModel(GL11.GL_SMOOTH); // Enables Smooth Shading
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
GL11.glClearDepth(1.0f); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Test To Do
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Really Nice Perspective Calculations
//GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); // Set The Blending Function For Translucency
//GL11.glEnable(GL11.GL_BLEND);
/* Set up the light */
// Ambient Light
lightAmbient.put(0, 1.0f);
lightAmbient.put(1, 1.0f);
lightAmbient.put(2, 1.0f);
lightAmbient.put(3, 1.0f);
// Diffuse Light
lightDiffuse.put(0, 1.0f);
lightDiffuse.put(1, 1.0f);
lightDiffuse.put(2, 1.0f);
lightDiffuse.put(3, 1.0f);
// Light Position
lightPosition.put(0, 25.0f);
lightPosition.put(1, 0.0f);
lightPosition.put(2, 0.0f);
lightPosition.put(3, 1.0f);
lightDir.put(0, 0.0f);
lightDir.put(1, 0.0f);
lightDir.put(2, 0.0f);
lightDir.put(3, 1.0f);
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, lightAmbient); // Setup The Ambient Light
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, lightDiffuse); // Setup The Diffuse Light
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_SPOT_DIRECTION, lightDir);
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, lightPosition); // Position The Light
GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One
if (light) // Enable/Disable Lighting
GL11.glEnable(GL11.GL_LIGHTING);
else
GL11.glDisable(GL11.GL_LIGHTING);
/* Initiating loader classes */
new ColorList();
new TextureManager();
new TimersManager();
lvLoader = new LevelLoader();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, TextureManager.getInstance().atlases[0].getTextureID());
/* Initiating variables */
lastFPS = getTime();
/* Setting the spawn point */
xpos = spawnPoint.x;
zpos = spawnPoint.z;
/* Loading a new level */
loadLevel("testmap");
/* Build static display lists */
buildLists();
//create the font
Font awtFont = new Font("Times New Roman", Font.BOLD, 24);
font = new TrueTypeFont(awtFont, false);
}
渲染代码:
private void render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
GL11.glLoadIdentity(); // Reset The View
GL11.glRotatef(lookupdown, 1.0f, 0, 0);
GL11.glRotatef(360.0f - yrot, 0, 1.0f, 0);
GL11.glTranslatef(-xpos, 0, -zpos);
GL11.glCallList(blocksList);
GL11.glCallList(tilesList);
GL11.glCallList(roofList);
TexCoords tc = null;
drawS();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, TextureManager.getInstance().atlases[0].getTextureID());
/* RENDERING BLOCKS */
for (Block block : lvLoader.currentLevel.blocks)
{
if (block.created)
{
if (!block.isStatic)
{
if (block.texturePos != null)
{
tc = getTexCoords(block.texturePos);
}
else
{
tc = new TexCoords(new Vertex(1.0f, 0.875f, 0), new Vertex(0.75f, 0.875f, 0), new Vertex(0.75f, 1.0f, 0), new Vertex(1.0f, 1.0f, 0));
}
//GL11.glColor3b(block.color.getRedByte(), block.color.getGreenByte(), block.color.getBlueByte());
GL11.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
GL11.glBegin(GL11.GL_QUADS);
for (int i = 0; i < 6; i++)
{
quadNormal(i);
for (int j = 0; j < 4; j++)
{
Vertex coord = tc.coords[j];
GL11.glTexCoord2d(coord.x, coord.y);
GL11.glVertex3f(block.walls[i].vertices[j].x, block.walls[i].vertices[j].y, block.walls[i].vertices[j].z);
}
}
GL11.glEnd();
}
}
}
/* RENDERING TILES */
for (Tile tile : lvLoader.currentLevel.tiles)
{
if (tile.created)
{
if (!tile.isStatic)
{
if (tile.animation != null)
{
tile.texturePos = tile.animation.frames[tile.animation.currentFrame];
tc = getTexCoords(tile.texturePos);
}
else
{
if (tile.texturePos != null)
{
tc = getTexCoords(tile.texturePos);
}
else
{
tc = new TexCoords(new Vertex(1.0f, 0.875f, 0), new Vertex(0.75f, 0.875f, 0), new Vertex(0.75f, 1.0f, 0), new Vertex(1.0f, 1.0f, 0));
}
}
GL11.glColor3b(tile.color.getRedByte(), tile.color.getGreenByte(), tile.color.getBlueByte());
//GL11.glColor4f(0, 0, 1.0f, 1.0f);
GL11.glBegin(GL11.GL_QUADS);
quadNormal(5);
for (int jj = 0; jj < 4; jj++)
{
Vertex coord = tc.coords[jj];
GL11.glTexCoord2f(coord.x, coord.y);
GL11.glVertex3f(tile.surface.vertices[jj].x, tile.surface.vertices[jj].y, tile.surface.vertices[jj].z);
}
GL11.glEnd();
}
}
}
/* RENDERING ROOF */
for (Tile rTile : lvLoader.currentLevel.roof)
{
if (rTile != null)
{
if (rTile.created)
{
if (!rTile.isStatic)
{
if (rTile.texturePos != null)
{
tc = getTexCoords(rTile.texturePos);
}
else
{
tc = new TexCoords(new Vertex(1.0f, 0.875f, 0), new Vertex(0.75f, 0.875f, 0), new Vertex(0.75f, 1.0f, 0), new Vertex(1.0f, 1.0f, 0));
}
GL11.glColor3ub(rTile.color.getRedByte(), rTile.color.getGreenByte(), rTile.color.getBlueByte());
GL11.glBegin(GL11.GL_QUADS);
quadNormal(4);
for (int k = 0; k < 4; k++)
{
Vertex coord = tc.coords[k];
GL11.glTexCoord2f(coord.x, coord.y);
GL11.glVertex3f(rTile.surface.vertices[k].x, rTile.surface.vertices[k].y, rTile.surface.vertices[k].z);
}
GL11.glEnd();
}
}
}
}
}
附加方法:
private void drawS()
{
// disable depth testing and enable orthographic view
GL11.glDisable(GL11.GL_DEPTH_TEST);
// GL11.glDepthMask(false);
enableOrthoView();
// draw the credits
GL11.glDisable(GL11.GL_LIGHTING);
font.drawString(20.0f, 20.0f, "Test string qqqqqqqqqqqqqqqqqqqq ", Color.green);
GL11.glEnable(GL11.GL_LIGHTING);
// go back to the model view
GL11.glEnable(GL11.GL_DEPTH_TEST);
// GL11.glDepthMask(true);
disableOrthoView();
}
/**
* Enables orthographic view.
*/
public static void enableOrthoView(){ // Set Up An Ortho View
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select Projection
GL11.glPushMatrix(); // Push The Matrix
GL11.glLoadIdentity(); // Reset The Matrix
GL11.glOrtho( 0, 800 , 600 , 0, -1, 1 ); // Select Ortho Mode
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select Modelview Matrix
GL11.glPushMatrix(); // Push The Matrix
GL11.glLoadIdentity(); // Reset The Matrix
}
/**
* Disables the orthographic view.
*/
public static void disableOrthoView() {
GL11.glMatrixMode( GL11.GL_PROJECTION ); // Select Projection
GL11.glPopMatrix(); // Pop The Matrix
GL11.glMatrixMode( GL11.GL_MODELVIEW ); // Select Modelview
GL11.glPopMatrix(); // Pop The Matrix
}
输出如下所示:图片 1 (它似乎与我的水纹理有纹理)
或者像这样,如果我在绘制文本之前禁用纹理: image 2
什么是我做错了吗?
I want to render a string of text on top of my openGL application using the slick-util's tutorial: http:// lwjgl.org/wiki/index.php?title=Slick-Util_Library_-_Part_3_-_TrueType_Fonts_for_LWJGL
This is my init code:
private void init() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setVSyncEnabled(true);
Display.setTitle(this.windowTitle);
Display.create();
Keyboard.create();
} catch (LWJGLException e) {
Sys.alert("Error", "Initialization failed!\n\n" + e.getMessage());
System.exit(0);
}
/* OpenGL */
int width = Display.getDisplayMode().getWidth();
int height = Display.getDisplayMode().getHeight();
GL11.glViewport(0, 0, width, height); // Reset The Current Viewport
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
GLU.gluPerspective(45.0f, ((float) width / (float) height), 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
GL11.glLoadIdentity(); // Reset The Modelview Matrix
GL11.glEnable(GL11.GL_TEXTURE_2D);
//GL11.glShadeModel(GL11.GL_SMOOTH); // Enables Smooth Shading
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
GL11.glClearDepth(1.0f); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Test To Do
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Really Nice Perspective Calculations
//GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); // Set The Blending Function For Translucency
//GL11.glEnable(GL11.GL_BLEND);
/* Set up the light */
// Ambient Light
lightAmbient.put(0, 1.0f);
lightAmbient.put(1, 1.0f);
lightAmbient.put(2, 1.0f);
lightAmbient.put(3, 1.0f);
// Diffuse Light
lightDiffuse.put(0, 1.0f);
lightDiffuse.put(1, 1.0f);
lightDiffuse.put(2, 1.0f);
lightDiffuse.put(3, 1.0f);
// Light Position
lightPosition.put(0, 25.0f);
lightPosition.put(1, 0.0f);
lightPosition.put(2, 0.0f);
lightPosition.put(3, 1.0f);
lightDir.put(0, 0.0f);
lightDir.put(1, 0.0f);
lightDir.put(2, 0.0f);
lightDir.put(3, 1.0f);
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, lightAmbient); // Setup The Ambient Light
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, lightDiffuse); // Setup The Diffuse Light
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_SPOT_DIRECTION, lightDir);
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, lightPosition); // Position The Light
GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One
if (light) // Enable/Disable Lighting
GL11.glEnable(GL11.GL_LIGHTING);
else
GL11.glDisable(GL11.GL_LIGHTING);
/* Initiating loader classes */
new ColorList();
new TextureManager();
new TimersManager();
lvLoader = new LevelLoader();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, TextureManager.getInstance().atlases[0].getTextureID());
/* Initiating variables */
lastFPS = getTime();
/* Setting the spawn point */
xpos = spawnPoint.x;
zpos = spawnPoint.z;
/* Loading a new level */
loadLevel("testmap");
/* Build static display lists */
buildLists();
//create the font
Font awtFont = new Font("Times New Roman", Font.BOLD, 24);
font = new TrueTypeFont(awtFont, false);
}
Render code:
private void render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
GL11.glLoadIdentity(); // Reset The View
GL11.glRotatef(lookupdown, 1.0f, 0, 0);
GL11.glRotatef(360.0f - yrot, 0, 1.0f, 0);
GL11.glTranslatef(-xpos, 0, -zpos);
GL11.glCallList(blocksList);
GL11.glCallList(tilesList);
GL11.glCallList(roofList);
TexCoords tc = null;
drawS();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, TextureManager.getInstance().atlases[0].getTextureID());
/* RENDERING BLOCKS */
for (Block block : lvLoader.currentLevel.blocks)
{
if (block.created)
{
if (!block.isStatic)
{
if (block.texturePos != null)
{
tc = getTexCoords(block.texturePos);
}
else
{
tc = new TexCoords(new Vertex(1.0f, 0.875f, 0), new Vertex(0.75f, 0.875f, 0), new Vertex(0.75f, 1.0f, 0), new Vertex(1.0f, 1.0f, 0));
}
//GL11.glColor3b(block.color.getRedByte(), block.color.getGreenByte(), block.color.getBlueByte());
GL11.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
GL11.glBegin(GL11.GL_QUADS);
for (int i = 0; i < 6; i++)
{
quadNormal(i);
for (int j = 0; j < 4; j++)
{
Vertex coord = tc.coords[j];
GL11.glTexCoord2d(coord.x, coord.y);
GL11.glVertex3f(block.walls[i].vertices[j].x, block.walls[i].vertices[j].y, block.walls[i].vertices[j].z);
}
}
GL11.glEnd();
}
}
}
/* RENDERING TILES */
for (Tile tile : lvLoader.currentLevel.tiles)
{
if (tile.created)
{
if (!tile.isStatic)
{
if (tile.animation != null)
{
tile.texturePos = tile.animation.frames[tile.animation.currentFrame];
tc = getTexCoords(tile.texturePos);
}
else
{
if (tile.texturePos != null)
{
tc = getTexCoords(tile.texturePos);
}
else
{
tc = new TexCoords(new Vertex(1.0f, 0.875f, 0), new Vertex(0.75f, 0.875f, 0), new Vertex(0.75f, 1.0f, 0), new Vertex(1.0f, 1.0f, 0));
}
}
GL11.glColor3b(tile.color.getRedByte(), tile.color.getGreenByte(), tile.color.getBlueByte());
//GL11.glColor4f(0, 0, 1.0f, 1.0f);
GL11.glBegin(GL11.GL_QUADS);
quadNormal(5);
for (int jj = 0; jj < 4; jj++)
{
Vertex coord = tc.coords[jj];
GL11.glTexCoord2f(coord.x, coord.y);
GL11.glVertex3f(tile.surface.vertices[jj].x, tile.surface.vertices[jj].y, tile.surface.vertices[jj].z);
}
GL11.glEnd();
}
}
}
/* RENDERING ROOF */
for (Tile rTile : lvLoader.currentLevel.roof)
{
if (rTile != null)
{
if (rTile.created)
{
if (!rTile.isStatic)
{
if (rTile.texturePos != null)
{
tc = getTexCoords(rTile.texturePos);
}
else
{
tc = new TexCoords(new Vertex(1.0f, 0.875f, 0), new Vertex(0.75f, 0.875f, 0), new Vertex(0.75f, 1.0f, 0), new Vertex(1.0f, 1.0f, 0));
}
GL11.glColor3ub(rTile.color.getRedByte(), rTile.color.getGreenByte(), rTile.color.getBlueByte());
GL11.glBegin(GL11.GL_QUADS);
quadNormal(4);
for (int k = 0; k < 4; k++)
{
Vertex coord = tc.coords[k];
GL11.glTexCoord2f(coord.x, coord.y);
GL11.glVertex3f(rTile.surface.vertices[k].x, rTile.surface.vertices[k].y, rTile.surface.vertices[k].z);
}
GL11.glEnd();
}
}
}
}
}
Additional methods:
private void drawS()
{
// disable depth testing and enable orthographic view
GL11.glDisable(GL11.GL_DEPTH_TEST);
// GL11.glDepthMask(false);
enableOrthoView();
// draw the credits
GL11.glDisable(GL11.GL_LIGHTING);
font.drawString(20.0f, 20.0f, "Test string qqqqqqqqqqqqqqqqqqqq ", Color.green);
GL11.glEnable(GL11.GL_LIGHTING);
// go back to the model view
GL11.glEnable(GL11.GL_DEPTH_TEST);
// GL11.glDepthMask(true);
disableOrthoView();
}
/**
* Enables orthographic view.
*/
public static void enableOrthoView(){ // Set Up An Ortho View
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select Projection
GL11.glPushMatrix(); // Push The Matrix
GL11.glLoadIdentity(); // Reset The Matrix
GL11.glOrtho( 0, 800 , 600 , 0, -1, 1 ); // Select Ortho Mode
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select Modelview Matrix
GL11.glPushMatrix(); // Push The Matrix
GL11.glLoadIdentity(); // Reset The Matrix
}
/**
* Disables the orthographic view.
*/
public static void disableOrthoView() {
GL11.glMatrixMode( GL11.GL_PROJECTION ); // Select Projection
GL11.glPopMatrix(); // Pop The Matrix
GL11.glMatrixMode( GL11.GL_MODELVIEW ); // Select Modelview
GL11.glPopMatrix(); // Pop The Matrix
}
The output looks like this: image 1 (It seems to be textured with my water texture)
Or like this, if I disable texturing before drawing the text: image 2
What am I doing wrong?
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TrueTypeFonts 已被废弃。请改用 UnicodeFont。
这应该有帮助
TrueTypeFonts are depraceted. Use UnicodeFont instead.
this should help