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LWJGL FPS style camera doesn't work


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#1 Migi0027 =A=   Crossbones+   -  Reputation: 1921

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Posted 20 August 2012 - 07:36 PM

Hi guys, I'm currently trying out the LWJGL for opengl in java.

I've tried to create a fps camera but failed, and now the only hope for me seems like you.

Please look at my code, its not so complicated...

OpenGLExample

package miguel.p.main;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
public class OpenGLExample {

int nCubes = 100;
Cube[] Cubes;

public void start() {
  Cubes = new Cube[nCubes];

  for (int i = 0; i<nCubes; i++)
		{
		 Cubes[i] = new Cube();
		}

  FPCameraController camera = new FPCameraController(0, 0, 0);
  
	 float dx		= 0.0f;
	 float dy		= 0.0f;
	 float dt		= 0.0f; //length of frame
	 float lastTime  = 0.0f; // when the last frame was
	 float time	  = 0.0f;

	 float mouseSensitivity = 0.05f;
	 float movementSpeed = 10.0f; //move 10 units per second

	 //hide the mouse
	 Mouse.setGrabbed(true);

  Generate();

  OpenGL opengl = new OpenGL();

  try {
   Display.setDisplayMode(new DisplayMode(800,600));
   Display.create();
  
   opengl.Init();
  } catch (LWJGLException e) {
   e.printStackTrace();
   System.exit(0);
  }

  // init OpenGL here

  while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
  
   time = Sys.getTime();
		 dt = (time - lastTime)/1000.0f;
		 lastTime = time;

		 //distance in mouse movement from the last getDX() call.
		 dx = Mouse.getDX();
		 //distance in mouse movement from the last getDY() call.
		 dy = Mouse.getDY();

		 //controll camera yaw from x movement fromt the mouse
		 camera.yaw(dx * mouseSensitivity);
		 //controll camera pitch from y movement fromt the mouse
		 camera.pitch(dy * mouseSensitivity);

		 //when passing in the distance to move
		 //we times the movementSpeed with dt this is a time scale
		 //so if its a slow frame u move more then a fast frame
		 //so on a slow computer you move just as fast as on a fast computer
		 if (Keyboard.isKeyDown(Keyboard.KEY_W))//move forward
		 {
			 camera.walkForward(movementSpeed*dt);
		 }
		 if (Keyboard.isKeyDown(Keyboard.KEY_S))//move backwards
		 {
			 camera.walkBackwards(movementSpeed*dt);
		 }
		 if (Keyboard.isKeyDown(Keyboard.KEY_A))//strafe left
		 {
			 camera.strafeLeft(movementSpeed*dt);
		 }
		 if (Keyboard.isKeyDown(Keyboard.KEY_D))//strafe right
		 {
			 camera.strafeRight(movementSpeed*dt);
		 }

		 //set the modelview matrix back to the identity
		 GL11.glLoadIdentity();
		 //look through the camera before you draw anything
		 camera.lookThrough();
		
   Render();
   Display.update();
  }

  Display.destroy();
}

public void Generate()
{
  int ccount = 0;
  for (float x = 0; x<10; x+=1)
		{
   for (float y = 0; y<10; y+=1)
		 {
		  Cubes[ccount].SetPos(x, -1.1f, y);
		  if (!(x == 0 && y == 0))
		  {
		   Cubes[ccount].SetColor(0.5f, 0.5f, 0.5f);
		  }
		
		  ccount+=1;
		 }
		}
}

public static void main(String[] argv) {
  OpenGLExample displayExample = new OpenGLExample();
  displayExample.start();
}

public void Render()
{
  GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);		  // Clear The Screen And The Depth Buffer

		for (int i = 0; i<nCubes; i++)
		{
		 Cubes[i].RenderCube();
		}
}
}

FPCameraController

package miguel.p.main;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector3f;

//First Person Camera Controller
public class FPCameraController
{
	//3d vector to store the camera's position in
	private Vector3f	position	= null;
	//the rotation around the Y axis of the camera
	private float	   yaw		 = 0.0f;
	//the rotation around the X axis of the camera
	private float	   pitch	   = 0.0f;
  
  //Constructor that takes the starting x, y, z location of the camera
	public FPCameraController(float x, float y, float z)
	{
		//instantiate position Vector3f to the x y z params.
		position = new Vector3f(x, y, z);
	}
  
  //increment the camera's current yaw rotation
	public void yaw(float amount)
	{
		//increment the yaw by the amount param
		yaw += amount;
	}
	
	//increment the camera's current yaw rotation
	public void pitch(float amount)
	{
		//increment the pitch by the amount param
		pitch += amount;
	}
  
  //moves the camera forward relative to its current rotation (yaw)
	public void walkForward(float distance)
	{
		position.x -= distance * (float)Math.sin(Math.toRadians(yaw));
		position.z += distance * (float)Math.cos(Math.toRadians(yaw));
	}
	
	//moves the camera backward relative to its current rotation (yaw)
	public void walkBackwards(float distance)
	{
		position.x += distance * (float)Math.sin(Math.toRadians(yaw));
		position.z -= distance * (float)Math.cos(Math.toRadians(yaw));
	}
	
	//strafes the camera left relitive to its current rotation (yaw)
	public void strafeLeft(float distance)
	{
		position.x -= distance * (float)Math.sin(Math.toRadians(yaw-90));
		position.z += distance * (float)Math.cos(Math.toRadians(yaw-90));
	}
	
	//strafes the camera right relitive to its current rotation (yaw)
	public void strafeRight(float distance)
	{
		position.x -= distance * (float)Math.sin(Math.toRadians(yaw+90));
		position.z += distance * (float)Math.cos(Math.toRadians(yaw+90));
	}
  
	//translates and rotate the matrix so that it looks through the camera
	//this dose basic what gluLookAt() does
	public void lookThrough()
	{
		//roatate the pitch around the X axis
		GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f);
		//roatate the yaw around the Y axis
		GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f);
		//translate to the position vector's location
		GL11.glTranslatef(position.x, position.y, position.z);
	}

}

OpenGL

package miguel.p.main;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;
public class OpenGL {
public void Init()
{
  GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
		GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
		GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
		GL11.glClearDepth(1.0); // Depth Buffer Setup
		GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
		GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
		GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
		GL11.glLoadIdentity(); // Reset The Projection Matrix
		// Calculate The Aspect Ratio Of The Window
		GLU.gluPerspective(
		  45.0f,
		  (float) Display.getWidth() / (float) Display.getHeight(),
		  0.1f,
		  100.0f);
		GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
		// Really Nice Perspective Calculations
		GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}
}

Cube

package miguel.p.main;
import org.lwjgl.opengl.GL11;
public class Cube {

private float posx, posy, posz;

public void SetPos(float x, float y, float z)
{
  posx = x; posy = y; posz = z;
}

private float colorr, colorg, colorb;

public void SetColor(float red, float green, float blue)
{
  colorr = red; colorb = blue; colorg = green;
}

public void RenderCube()
{
  GL11.glLoadIdentity();						  // Reset The Current Modelview Matrix
		GL11.glTranslatef(posx, posy, posz);			 // Move Right 1.5 Units And Into The Screen 6.0
		//GL11.glRotatef(rquad,1.0f,1.0f,1.0f);			   // Rotate The Quad On The X axis ( NEW )
		GL11.glColor3f(0.5f, 0.5f, 1.0f);				 // Set The Color To Blue One Time Only
		GL11.glBegin(GL11.GL_QUADS);						// Draw A Quad
			GL11.glColor3f(0.0f,1.0f,0.0f);			 // Set The Color To Green
			GL11.glVertex3f( 1.0f, 1.0f,-1.0f);		 // Top Right Of The Quad (Top)
			GL11.glVertex3f(-1.0f, 1.0f,-1.0f);		 // Top Left Of The Quad (Top)
			GL11.glVertex3f(-1.0f, 1.0f, 1.0f);		 // Bottom Left Of The Quad (Top)
			GL11.glVertex3f( 1.0f, 1.0f, 1.0f);		 // Bottom Right Of The Quad (Top)
			GL11.glColor3f(colorr,colorg,colorb);			 // Set The Color To Orange
			GL11.glVertex3f( 1.0f,-1.0f, 1.0f);		 // Top Right Of The Quad (Bottom)
			GL11.glVertex3f(-1.0f,-1.0f, 1.0f);		 // Top Left Of The Quad (Bottom)
			GL11.glVertex3f(-1.0f,-1.0f,-1.0f);		 // Bottom Left Of The Quad (Bottom)
			GL11.glVertex3f( 1.0f,-1.0f,-1.0f);		 // Bottom Right Of The Quad (Bottom)
			GL11.glColor3f(colorr,colorg,colorb);			 // Set The Color To Red
			GL11.glVertex3f( 1.0f, 1.0f, 1.0f);		 // Top Right Of The Quad (Front)
			GL11.glVertex3f(-1.0f, 1.0f, 1.0f);		 // Top Left Of The Quad (Front)
			GL11.glVertex3f(-1.0f,-1.0f, 1.0f);		 // Bottom Left Of The Quad (Front)
			GL11.glVertex3f( 1.0f,-1.0f, 1.0f);		 // Bottom Right Of The Quad (Front)
			GL11.glColor3f(colorr,colorg,colorb);			 // Set The Color To Yellow
			GL11.glVertex3f( 1.0f,-1.0f,-1.0f);		 // Bottom Left Of The Quad (Back)
			GL11.glVertex3f(-1.0f,-1.0f,-1.0f);		 // Bottom Right Of The Quad (Back)
			GL11.glVertex3f(-1.0f, 1.0f,-1.0f);		 // Top Right Of The Quad (Back)
			GL11.glVertex3f( 1.0f, 1.0f,-1.0f);		 // Top Left Of The Quad (Back)
			GL11.glColor3f(colorr,colorg,colorb);			 // Set The Color To Blue
			GL11.glVertex3f(-1.0f, 1.0f, 1.0f);		 // Top Right Of The Quad (Left)
			GL11.glVertex3f(-1.0f, 1.0f,-1.0f);		 // Top Left Of The Quad (Left)
			GL11.glVertex3f(-1.0f,-1.0f,-1.0f);		 // Bottom Left Of The Quad (Left)
			GL11.glVertex3f(-1.0f,-1.0f, 1.0f);		 // Bottom Right Of The Quad (Left)
			GL11.glColor3f(colorr,colorg,colorb);			 // Set The Color To Violet
			GL11.glVertex3f( 1.0f, 1.0f,-1.0f);		 // Top Right Of The Quad (Right)
			GL11.glVertex3f( 1.0f, 1.0f, 1.0f);		 // Top Left Of The Quad (Right)
			GL11.glVertex3f( 1.0f,-1.0f, 1.0f);		 // Bottom Left Of The Quad (Right)
			GL11.glVertex3f( 1.0f,-1.0f,-1.0f);		 // Bottom Right Of The Quad (Right)
		GL11.glEnd();		
}
}

The whole point is that my camera isn't moving...


I really thank you if you do so, please don't feel like you have to if your buisy.

Thank You
Hi! Cuboid Zone
The Rule: Be polite, be professional, but have a plan to kill everyone you meet, ohh, AND STEAL ALL ZE TRIANGLES FROM ZHEM!

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#2 weeska   Members   -  Reputation: 255

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Posted 21 August 2012 - 01:48 PM

I never used lwjgl, but i think you're missing a swap-operation in your render method.

No it's called automatically, and i guess you're already seeing your scene.

Greetings,
weeska

#3 Sponji   Members   -  Reputation: 1307

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Posted 21 August 2012 - 02:23 PM

Seems like you reset the modelview matrix to identity in RenderCube by calling glLoadIdentity.

Edited by Sponji, 21 August 2012 - 02:23 PM.

Derp

#4 The_Neverending_Loop   Members   -  Reputation: 604

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Posted 21 August 2012 - 02:23 PM

Avoid glLoadIdentity() use glPushMatrix() and glPopMatrix() instead, put them around the object your drawing operations as so...


GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex3f().....
etc...
GL11.glPopMatrix();




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