Java LWJGL 2-始终显示3D字体的正面
我试图始终向用户显示3D字体的正面。我试着在旋转相机时旋转字体,但始终无法使其工作 我目前有: 我正在尝试这样做(字体总是朝前): TrueTypeFont.javaJava LWJGL 2-始终显示3D字体的正面,java,lwjgl,Java,Lwjgl,我试图始终向用户显示3D字体的正面。我试着在旋转相机时旋转字体,但始终无法使其工作 我目前有: 我正在尝试这样做(字体总是朝前): TrueTypeFont.java package com.displee.render.font; import lombok.AllArgsConstructor; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import java.awt.*; import java.awt.
package com.displee.render.font;
import lombok.AllArgsConstructor;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.awt.image.DataBuffer;
import java.awt.image.DataBufferByte;
import java.awt.image.DataBufferInt;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;
/**
* A TrueType font implementation originally for Slick, edited for Bobjob's Engine
* @original author James Chambers (Jimmy)
* @original author Jeremy Adams (elias4444)
* @original author Kevin Glass (kevglass)
* @original author Peter Korzuszek (genail)
* @new version edited by David Aaron Muhar (bobjob)
*/
public class TrueTypeFont {
public final static int ALIGN_LEFT = 0, ALIGN_RIGHT = 1, ALIGN_CENTER = 2;
/**
* Array that holds necessary information about the font characters
*/
private IntObject[] charArray = new IntObject[256];
/**
* Map of user defined font characters (Character <-> IntObject)
*/
private Map customChars = new HashMap();
/**
* Boolean flag on whether AntiAliasing is enabled or not
*/
private boolean antiAlias;
/**
* Font's size
*/
private int fontSize = 0;
/**
* Font's height
*/
private int fontHeight = 0;
/**
* Texture used to cache the font 0-255 characters
*/
private int fontTextureID;
/**
* Default font texture width
*/
private int textureWidth = 512;
/**
* Default font texture height
*/
private int textureHeight = 512;
/**
* A reference to Java's AWT Font that we create our font texture from
*/
private Font font;
/**
* The font metrics for our Java AWT font
*/
private FontMetrics fontMetrics;
private int correctL = 9, correctR = 8;
private class IntObject {
/**
* Character's width
*/
public int width;
/**
* Character's height
*/
public int height;
/**
* Character's stored x position
*/
public int storedX;
/**
* Character's stored y position
*/
public int storedY;
}
public TrueTypeFont(Font font, boolean antiAlias, char[] additionalChars) {
this.font = font;
this.fontSize = font.getSize() + 3;
this.antiAlias = antiAlias;
createSet(additionalChars);
fontHeight -= 1;
if (fontHeight <= 0) {
fontHeight = 1;
}
}
public TrueTypeFont(Font font, boolean antiAlias) {
this(font, antiAlias, null);
}
public void setCorrection(boolean on) {
if (on) {
correctL = 2;
correctR = 1;
} else {
correctL = 0;
correctR = 0;
}
}
private BufferedImage getFontImage(char ch) {
// Create a temporary image to extract the character's size
BufferedImage tempfontImage = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
Graphics2D g = (Graphics2D) tempfontImage.getGraphics();
if (antiAlias == true) {
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
}
g.setFont(font);
fontMetrics = g.getFontMetrics();
int charwidth = fontMetrics.charWidth(ch) + 8;
if (charwidth <= 0) {
charwidth = 7;
}
int charheight = fontMetrics.getHeight() + 3;
if (charheight <= 0) {
charheight = fontSize;
}
// Create another image holding the character we are creating
BufferedImage fontImage;
fontImage = new BufferedImage(charwidth, charheight, BufferedImage.TYPE_INT_ARGB);
Graphics2D gt = (Graphics2D) fontImage.getGraphics();
if (antiAlias == true) {
gt.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
}
gt.setFont(font);
gt.setColor(Color.WHITE);
int charx = 3;
int chary = 1;
gt.drawString(String.valueOf(ch), (charx), (chary) + fontMetrics.getAscent());
//fontImage = ImageUtils.flipVertically(fontImage);
//fontImage = ImageUtils.flipHorizontally(fontImage);
//fontImage = ImageUtils.flipHorizontallyAndVertically(fontImage);
return fontImage;
}
private void createSet(char[] customCharsArray) {
// If there are custom chars then I expand the font texture twice
if (customCharsArray != null && customCharsArray.length > 0) {
textureWidth *= 2;
}
// In any case this should be done in other way. Texture with size 512x512
// can maintain only 256 characters with resolution of 32x32. The texture
// size should be calculated dynamicaly by looking at character sizes.
try {
BufferedImage imgTemp = new BufferedImage(textureWidth, textureHeight, BufferedImage.TYPE_INT_ARGB);
Graphics2D g = (Graphics2D) imgTemp.getGraphics();
g.setColor(new Color(0, 0, 0, 1));
g.fillRect(0, 0, textureWidth, textureHeight);
int rowHeight = 0;
int positionX = 0;
int positionY = 0;
int customCharsLength = (customCharsArray != null) ? customCharsArray.length : 0;
for (int i = 0; i < 256 + customCharsLength; i++) {
// get 0-255 characters and then custom characters
char ch = (i < 256) ? (char) i : customCharsArray[i - 256];
BufferedImage fontImage = getFontImage(ch);
IntObject newIntObject = new IntObject();
newIntObject.width = fontImage.getWidth();
newIntObject.height = fontImage.getHeight();
if (positionX + newIntObject.width >= textureWidth) {
positionX = 0;
positionY += rowHeight;
rowHeight = 0;
}
newIntObject.storedX = positionX;
newIntObject.storedY = positionY;
if (newIntObject.height > fontHeight) {
fontHeight = newIntObject.height;
}
if (newIntObject.height > rowHeight) {
rowHeight = newIntObject.height;
}
// Draw it here
g.drawImage(fontImage, positionX, positionY, null);
positionX += newIntObject.width;
if (i < 256) { // standard characters
charArray[i] = newIntObject;
} else { // custom characters
customChars.put(new Character(ch), newIntObject);
}
fontImage = null;
}
fontTextureID = loadImage(imgTemp);
//.getTexture(font.toString(), imgTemp);
} catch (Exception e) {
System.err.println("Failed to create font.");
e.printStackTrace();
}
}
private void drawQuad(float drawX, float drawY, float drawX2, float drawY2, float srcX, float srcY, float srcX2, float srcY2, float z) {
float DrawWidth = drawX2 - drawX;
float DrawHeight = drawY2 - drawY;
float TextureSrcX = srcX / textureWidth;
float TextureSrcY = srcY / textureHeight;
float SrcWidth = srcX2 - srcX;
float SrcHeight = srcY2 - srcY;
float RenderWidth = (SrcWidth / textureWidth);
float RenderHeight = (SrcHeight / textureHeight);
GL11.glTexCoord2f(TextureSrcX, TextureSrcY);
GL11.glVertex3f(drawX, drawY, z);
GL11.glTexCoord2f(TextureSrcX, TextureSrcY + RenderHeight);
GL11.glVertex3f(drawX, drawY + DrawHeight, z);
GL11.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY + RenderHeight);
GL11.glVertex3f(drawX + DrawWidth, drawY + DrawHeight, z);
GL11.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY);
GL11.glVertex3f(drawX + DrawWidth, drawY, z);
}
public int getWidth(String whatchars) {
int totalwidth = 0;
IntObject intObject = null;
int currentChar = 0;
for (int i = 0; i < whatchars.length(); i++) {
currentChar = whatchars.charAt(i);
if (currentChar < 256) {
intObject = charArray[currentChar];
} else {
intObject = (IntObject) customChars.get(new Character((char) currentChar));
}
if (intObject != null) {
totalwidth += intObject.width;
}
}
return totalwidth;
}
public int getHeight() {
return fontHeight;
}
public int getHeight(String HeightString) {
return fontHeight;
}
public int getLineHeight() {
return fontHeight;
}
public void drawString(float x, float y, float z, String whatchars, float scaleX, float scaleY) {
drawString(x, y, z, whatchars, 0, whatchars.length() - 1, scaleX, scaleY, ALIGN_LEFT);
}
public void drawString(float x, float y, float z, String whatchars, float scaleX, float scaleY, int format) {
drawString(x, y, z, whatchars, 0, whatchars.length() - 1, scaleX, scaleY, format);
}
public void drawString(float x, float y, float z, String whatchars, int startIndex, int endIndex, float scaleX, float scaleY, int format) {
IntObject intObject = null;
int charCurrent;
int totalwidth = 0;
int i = startIndex, d, c;
float startY = 0;
switch (format) {
case ALIGN_RIGHT: {
d = -1;
c = correctR;
while (i < endIndex) {
if (whatchars.charAt(i) == '\n') {
startY -= fontHeight;
}
i++;
}
break;
}
case ALIGN_CENTER: {
for (int l = startIndex; l <= endIndex; l++) {
charCurrent = whatchars.charAt(l);
if (charCurrent == '\n') {
break;
}
if (charCurrent < 256) {
intObject = charArray[charCurrent];
} else {
intObject = (IntObject) customChars.get(new Character((char) charCurrent));
}
totalwidth += intObject.width - correctL;
}
totalwidth /= -2;
}
case ALIGN_LEFT:
default: {
d = 1;
c = correctL;
break;
}
}
java.util.List<QuadObject> list = new ArrayList<>(endIndex - startIndex);
while (i >= startIndex && i <= endIndex) {
charCurrent = whatchars.charAt(i);
if (charCurrent < 256) {
intObject = charArray[charCurrent];
} else {
intObject = (IntObject) customChars.get(new Character((char) charCurrent));
}
if (intObject != null) {
if (d < 0) {
totalwidth += (intObject.width - c) * d;
}
if (charCurrent == '\n') {
startY -= fontHeight * d;
totalwidth = 0;
if (format == ALIGN_CENTER) {
for (int l = i + 1; l <= endIndex; l++) {
charCurrent = whatchars.charAt(l);
if (charCurrent == '\n') {
break;
}
if (charCurrent < 256) {
intObject = charArray[charCurrent];
} else {
intObject = (IntObject) customChars.get(new Character((char) charCurrent));
}
totalwidth += intObject.width - correctL;
}
totalwidth /= -2;
}
//if center get next lines total width/2;
} else {
QuadObject quad = new QuadObject((totalwidth + intObject.width) * scaleX + x, startY * scaleY + y, totalwidth * scaleX + x, (startY + intObject.height) * scaleY + y, intObject.storedX + intObject.width, intObject.storedY + intObject.height, intObject.storedX, intObject.storedY, z);
list.add(quad);
if (d > 0) {
totalwidth += (intObject.width - c) * d;
}
}
i += d;
}
}
float centerX = 0;
for(QuadObject quad : list) {
centerX += quad.drawX + (quad.drawX2 - quad.drawX);
}
centerX /= 2.0f;
float centerY = 0;
for(QuadObject quad : list) {
centerY += quad.drawY + (quad.drawY2 - quad.drawY);
}
centerY /= 2.0f;
//GL11.glTranslatef( -centerX, -centerY, -z);
//GL11.glTranslatef(0, 0, -z);
GL11.glRotatef(-Test3DFont.rotation.x, 0.0f, 0.0f, 0.0f);
GL11.glRotatef(-Test3DFont.rotation.y, 0.0f, 1.0f, 0.0f);
//GL11.glRotatef(-Test3DFont.rotation.z, 0.0f, 0.0f, 1.0f);
//GL11.glTranslatef(0, 0, z);
//GL11.glTranslatef(centerX, centerY, z); // M1 - 2nd translation
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);
GL11.glBegin(GL11.GL_QUADS);
for(QuadObject quad : list) {
drawQuad(quad.drawX, quad.drawY, quad.drawX2, quad.drawY2, quad.srcX, quad.srcY, quad.srcX2, quad.srcY2, quad.z);
}
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnd();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
}
public static int loadImage(BufferedImage bufferedImage) {
try {
short width = (short) bufferedImage.getWidth();
short height = (short) bufferedImage.getHeight();
//textureLoader.bpp = bufferedImage.getColorModel().hasAlpha() ? (byte)32 : (byte)24;
int bpp = (byte) bufferedImage.getColorModel().getPixelSize();
ByteBuffer byteBuffer;
DataBuffer db = bufferedImage.getData().getDataBuffer();
if (db instanceof DataBufferInt) {
int intI[] = ((DataBufferInt) (bufferedImage.getData().getDataBuffer())).getData();
byte newI[] = new byte[intI.length * 4];
for (int i = 0; i < intI.length; i++) {
byte b[] = intToByteArray(intI[i]);
int newIndex = i * 4;
newI[newIndex] = b[1];
newI[newIndex + 1] = b[2];
newI[newIndex + 2] = b[3];
newI[newIndex + 3] = b[0];
}
byteBuffer = ByteBuffer.allocateDirect(width * height * (bpp / 8)).order(ByteOrder.nativeOrder()).put(newI);
} else {
byteBuffer = ByteBuffer.allocateDirect(width * height * (bpp / 8)).order(ByteOrder.nativeOrder()).put(((DataBufferByte) (bufferedImage.getData().getDataBuffer())).getData());
}
byteBuffer.flip();
int internalFormat = GL11.GL_RGBA8, format = GL11.GL_RGBA;
IntBuffer textureId = BufferUtils.createIntBuffer(1);
;
GL11.glGenTextures(textureId);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId.get(0));
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, GL11.GL_UNSIGNED_BYTE, byteBuffer.order(ByteOrder.nativeOrder()));
return textureId.get(0);
} catch (Exception e) {
e.printStackTrace();
System.exit(-1);
}
return -1;
}
public static boolean isSupported(String fontname) {
Font font[] = getFonts();
for (int i = font.length - 1; i >= 0; i--) {
if (font[i].getName().equalsIgnoreCase(fontname)) {
return true;
}
}
return false;
}
public static Font[] getFonts() {
return GraphicsEnvironment.getLocalGraphicsEnvironment().getAllFonts();
}
public static byte[] intToByteArray(int value) {
return new byte[]{(byte) (value >>> 24), (byte) (value >>> 16), (byte) (value >>> 8), (byte) value};
}
public void destroy() {
IntBuffer scratch = BufferUtils.createIntBuffer(1);
scratch.put(0, fontTextureID);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL11.glDeleteTextures(scratch);
}
@AllArgsConstructor
private class QuadObject {
private float drawX;
private float drawY;
private float drawX2;
private float drawY2;
private float srcX;
private float srcY;
private float srcX2;
private float srcY2;
private float z;
}
}
我已经更新了代码。目前看起来是这样的:
我最终通过推一个矩阵并在翻译中使用原始的x、y和z坐标来修复它。我还必须从旋转中减去
180
,因为这是我的开始旋转。以以下代码结束:
GL11.glPushMatrix();
GL11.glTranslatef(x, y, z);
GL11.glRotatef(180 - rotation.y, 0.0f, 1.0f, 0.0f);
GL11.glTranslatef(-x, -y, -z);
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);
GL11.glBegin(GL11.GL_QUADS);
for(QuadObject quad : list) {
drawQuad(quad.drawX, quad.drawY, quad.drawX2, quad.drawY2, quad.srcX, quad.srcY, quad.srcX2, quad.srcY2, quad.z);
}
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnd();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL11.glPopMatrix();
在示例gif中,文本在屏幕空间而不是3D空间中呈现。三维位置将转换为二维空间,以便在正确的点中绘制它们。如果你想在3D空间中渲染文本,你可以搜索如何渲染精灵。我通过旋转四边形几乎可以实现。但它还不完美。从上面看时,字体消失。我还更新了代码。X旋转的旋转轴不应该是(1,0,0)而不是(0,0,0)吗?
GL11.glRotatef(-Test3DFont.rotation.x, 0.0f, 0.0f, 0.0f);
GL11.glRotatef(-Test3DFont.rotation.y, 0.0f, 1.0f, 0.0f);
GL11.glPushMatrix();
GL11.glTranslatef(x, y, z);
GL11.glRotatef(180 - rotation.y, 0.0f, 1.0f, 0.0f);
GL11.glTranslatef(-x, -y, -z);
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);
GL11.glBegin(GL11.GL_QUADS);
for(QuadObject quad : list) {
drawQuad(quad.drawX, quad.drawY, quad.drawX2, quad.drawY2, quad.srcX, quad.srcY, quad.srcX2, quad.srcY2, quad.z);
}
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnd();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL11.glPopMatrix();