lwjgl是Lightweight Java Game Library的缩写,是一个用于开发图形化和多媒体应用程序的Java库。它提供了对OpenGL、OpenAL和OpenCL等底层API的封装,使开发者可以更方便地使用这些API来创建游戏和其他图形应用。
要在屏幕上只旋转一个对象,可以按照以下步骤进行:
下面是一个简单的示例代码,演示如何使用lwjgl在屏幕上只旋转一个对象:
import org.lwjgl.glfw.GLFW;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
public class Main {
private long window;
private int vao;
private int shaderProgram;
private float rotation = 0.0f;
public void run() {
init();
loop();
cleanup();
}
private void init() {
GLFW.glfwInit();
GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MAJOR, 3);
GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MINOR, 3);
GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_PROFILE, GLFW.GLFW_OPENGL_CORE_PROFILE);
GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_FORWARD_COMPAT, GLFW.GLFW_TRUE);
window = GLFW.glfwCreateWindow(800, 600, "Rotation Example", 0, 0);
GLFW.glfwMakeContextCurrent(window);
GL.createCapabilities();
GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
vao = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vao);
float[] vertices = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
int vbo = GL30.glGenBuffers();
GL30.glBindBuffer(GL30.GL_ARRAY_BUFFER, vbo);
GL30.glBufferData(GL30.GL_ARRAY_BUFFER, vertices, GL30.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
GL20.glEnableVertexAttribArray(0);
String vertexShaderSource = "#version 330 core\n" +
"layout (location = 0) in vec3 aPosition;\n" +
"uniform mat4 uModel;\n" +
"void main()\n" +
"{\n" +
" gl_Position = uModel * vec4(aPosition, 1.0);\n" +
"}";
String fragmentShaderSource = "#version 330 core\n" +
"out vec4 FragColor;\n" +
"void main()\n" +
"{\n" +
" FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +
"}";
int vertexShader = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
GL20.glShaderSource(vertexShader, vertexShaderSource);
GL20.glCompileShader(vertexShader);
int fragmentShader = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
GL20.glShaderSource(fragmentShader, fragmentShaderSource);
GL20.glCompileShader(fragmentShader);
shaderProgram = GL20.glCreateProgram();
GL20.glAttachShader(shaderProgram, vertexShader);
GL20.glAttachShader(shaderProgram, fragmentShader);
GL20.glLinkProgram(shaderProgram);
GL20.glUseProgram(shaderProgram);
}
private void loop() {
while (!GLFW.glfwWindowShouldClose(window)) {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL20.glUseProgram(shaderProgram);
int modelLocation = GL20.glGetUniformLocation(shaderProgram, "uModel");
GL20.glUniformMatrix4fv(modelLocation, false, createModelMatrix(rotation));
GL30.glBindVertexArray(vao);
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);
GLFW.glfwSwapBuffers(window);
GLFW.glfwPollEvents();
rotation += 0.01f;
}
}
private void cleanup() {
GL20.glDeleteProgram(shaderProgram);
GL20.glDeleteShader(vertexShader);
GL20.glDeleteShader(fragmentShader);
GL30.glDeleteVertexArrays(vao);
GL30.glDeleteBuffers(vbo);
GLFW.glfwTerminate();
}
private float[] createModelMatrix(float rotation) {
float[] matrix = new float[16];
matrix[0] = (float) Math.cos(rotation);
matrix[1] = (float) -Math.sin(rotation);
matrix[4] = (float) Math.sin(rotation);
matrix[5] = (float) Math.cos(rotation);
matrix[10] = 1.0f;
matrix[15] = 1.0f;
return matrix;
}
public static void main(String[] args) {
new Main().run();
}
}
这个示例代码使用了lwjgl库来创建一个窗口,并在窗口中绘制一个三角形。通过修改对象的变换矩阵来实现旋转效果。在渲染循环中,每次循环都会更新旋转角度,并将变换矩阵传递给着色器程序进行渲染。
在这个示例中,我们没有提及任何特定的云计算品牌商的产品,但你可以根据自己的需求选择适合的云计算平台和相关产品来部署和运行这个应用程序。
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