如何让 OpenGL 在 pygame 中绘制非显示表面?
How do I make OpenGL draw do a non-display surface in pygame?
我正在尝试制作一款看起来像复古 space 射击游戏的游戏,其中的线条是 3d 线框。
为了在 Python 中实现 3D,我使用 pygame 作为 window 和 PyOpenGL 来渲染对象。
我想让 OpenGL 渲染到表面(不是显示表面),然后通过 pygame 放大表面并将其渲染到显示表面。这有望在适合在现代屏幕上工作的同时提供低分辨率的效果 window。
阻止我这样做的是 OpenGL 渲染到显示表面,我找不到任何允许我更改它绘制到的表面的选项。
所以过程应该是:OpenGL 渲染到小表面,pygame 缩放表面并将其绘制到显示屏,重复。
这是我当前的代码:
def main():
pygame.init()
display = (500,500)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL) # Create display window
gluPerspective(70, (display[0]/display[1]), 0.1, 50.0) # Setup view
glTranslatef(0.0,0.0, -5) # Set view position
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: # If X is clicked
pygame.quit() # Close
quit()
glRotatef(1, 3, 1, 1) # Rotates view
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) # Clears the screen
Cube() # Renders the cube onto the screen
pygame.display.flip() # Updates the display
pygame.time.wait(10)
main()
我已经尝试创建一个与显示器具有完全相同设置的表面,但 OpenGL 仍然不会将其渲染到该表面。
您必须创建一个 Framebuffer Object (before the main loop) with a resoultion smaller than the window resolution. See also Framebuffer Object Extension Examples:
fb_size = [50, 50]
depth_buffer_obj = glGenRenderbuffers(1)
glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer_obj)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fb_size[0], fb_size[1])
color_buffer_obj = glGenRenderbuffers(1)
glBindRenderbuffer(GL_RENDERBUFFER, color_buffer_obj)
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, fb_size[0], fb_size[1])
fb_obj = glGenFramebuffers(1)
glBindFramebuffer(GL_FRAMEBUFFER, fb_obj)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer_obj)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_buffer_obj)
status = glCheckFramebufferStatus(GL_FRAMEBUFFER)
if status != GL_FRAMEBUFFER_COMPLETE:
print("incomplete framebuffer object")
glBindFramebuffer(GL_FRAMEBUFFER, 0)
将视口的大小设置为帧缓冲区的大小,清除帧缓冲区并将立方体渲染到 Framebuffer:
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glBindFramebuffer(GL_FRAMEBUFFER, fb_obj)
glViewport (0, 0, fb_size[0], fb_size[1])
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glRotatef(1, 3, 1, 1)
Cube()
将视口大小设置为 window 的大小,并使用 glBlitFramebuffer
和过滤器参数 GL_NEAREST
从中复制像素命名的帧缓冲区对象到默认的帧缓冲区。请注意,没有必要清除默认帧缓冲区,因为它已被完全覆盖:
while True:
# .....
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_obj)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
glViewport(0, 0, 500, 500)
glBlitFramebuffer(
0, 0, fb_size[0], fb_size[1],
0, 0, 500, 500,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST)
pygame.display.flip()
pygame.time.wait(10)
请注意,glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_obj)
行不是必需的,因为此时 fb_obj
绑定用于读取和绘制。
如果您的系统不支持 glBlitFramebuffer
,您可以创建一个带有附加到其颜色平面的纹理的帧缓冲区:
fb_size = [50, 50]
depth_buffer_obj = glGenRenderbuffers(1)
glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer_obj)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fb_size[0], fb_size[1])
#color_buffer_obj = glGenRenderbuffers(1)
#glBindRenderbuffer(GL_RENDERBUFFER, color_buffer_obj)
#glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, fb_size[0], fb_size[1])
color_tex_obj = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, color_tex_obj)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fb_size[0], fb_size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
fb_obj = glGenFramebuffers(1)
glBindFramebuffer(GL_FRAMEBUFFER, fb_obj)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer_obj)
#glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_buffer_obj)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_tex_obj, 0)
status = glCheckFramebufferStatus(GL_FRAMEBUFFER)
if status != GL_FRAMEBUFFER_COMPLETE:
print("incomplete framebuffer object")
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindTexture(GL_TEXTURE_2D, 0)
渲染到帧缓冲区并在整个 window 上绘制一个带有纹理的四边形到默认帧缓冲区:
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glBindFramebuffer(GL_FRAMEBUFFER, fb_obj)
glViewport (0, 0, fb_size[0], fb_size[1])
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glRotatef(1, 3, 1, 1)
gluSphere(gluNewQuadric( ), 2.0, 32, 32)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glViewport(0, 0, 500, 500)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
#glBlitFramebuffer(
# 0, 0, fb_size[0], fb_size[1],
# 0, 0, 500, 500,
# GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
# GL_NEAREST)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, color_tex_obj)
glBegin(GL_TRIANGLE_FAN)
glTexCoord2f(0,0)
glVertex2f(-1,-1)
glTexCoord2f(1,0)
glVertex2f(1,-1)
glTexCoord2f(1,1)
glVertex2f(1,1)
glTexCoord2f(0,1)
glVertex2f(-1,1)
glEnd()
glDisable(GL_TEXTURE_2D)
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
pygame.display.flip()
pygame.time.wait(10)
我正在尝试制作一款看起来像复古 space 射击游戏的游戏,其中的线条是 3d 线框。 为了在 Python 中实现 3D,我使用 pygame 作为 window 和 PyOpenGL 来渲染对象。
我想让 OpenGL 渲染到表面(不是显示表面),然后通过 pygame 放大表面并将其渲染到显示表面。这有望在适合在现代屏幕上工作的同时提供低分辨率的效果 window。
阻止我这样做的是 OpenGL 渲染到显示表面,我找不到任何允许我更改它绘制到的表面的选项。
所以过程应该是:OpenGL 渲染到小表面,pygame 缩放表面并将其绘制到显示屏,重复。
这是我当前的代码:
def main():
pygame.init()
display = (500,500)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL) # Create display window
gluPerspective(70, (display[0]/display[1]), 0.1, 50.0) # Setup view
glTranslatef(0.0,0.0, -5) # Set view position
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: # If X is clicked
pygame.quit() # Close
quit()
glRotatef(1, 3, 1, 1) # Rotates view
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) # Clears the screen
Cube() # Renders the cube onto the screen
pygame.display.flip() # Updates the display
pygame.time.wait(10)
main()
我已经尝试创建一个与显示器具有完全相同设置的表面,但 OpenGL 仍然不会将其渲染到该表面。
您必须创建一个 Framebuffer Object (before the main loop) with a resoultion smaller than the window resolution. See also Framebuffer Object Extension Examples:
fb_size = [50, 50]
depth_buffer_obj = glGenRenderbuffers(1)
glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer_obj)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fb_size[0], fb_size[1])
color_buffer_obj = glGenRenderbuffers(1)
glBindRenderbuffer(GL_RENDERBUFFER, color_buffer_obj)
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, fb_size[0], fb_size[1])
fb_obj = glGenFramebuffers(1)
glBindFramebuffer(GL_FRAMEBUFFER, fb_obj)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer_obj)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_buffer_obj)
status = glCheckFramebufferStatus(GL_FRAMEBUFFER)
if status != GL_FRAMEBUFFER_COMPLETE:
print("incomplete framebuffer object")
glBindFramebuffer(GL_FRAMEBUFFER, 0)
将视口的大小设置为帧缓冲区的大小,清除帧缓冲区并将立方体渲染到 Framebuffer:
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glBindFramebuffer(GL_FRAMEBUFFER, fb_obj)
glViewport (0, 0, fb_size[0], fb_size[1])
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glRotatef(1, 3, 1, 1)
Cube()
将视口大小设置为 window 的大小,并使用 glBlitFramebuffer
和过滤器参数 GL_NEAREST
从中复制像素命名的帧缓冲区对象到默认的帧缓冲区。请注意,没有必要清除默认帧缓冲区,因为它已被完全覆盖:
while True:
# .....
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_obj)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
glViewport(0, 0, 500, 500)
glBlitFramebuffer(
0, 0, fb_size[0], fb_size[1],
0, 0, 500, 500,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST)
pygame.display.flip()
pygame.time.wait(10)
请注意,glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_obj)
行不是必需的,因为此时 fb_obj
绑定用于读取和绘制。
如果您的系统不支持 glBlitFramebuffer
,您可以创建一个带有附加到其颜色平面的纹理的帧缓冲区:
fb_size = [50, 50]
depth_buffer_obj = glGenRenderbuffers(1)
glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer_obj)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fb_size[0], fb_size[1])
#color_buffer_obj = glGenRenderbuffers(1)
#glBindRenderbuffer(GL_RENDERBUFFER, color_buffer_obj)
#glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, fb_size[0], fb_size[1])
color_tex_obj = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, color_tex_obj)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fb_size[0], fb_size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
fb_obj = glGenFramebuffers(1)
glBindFramebuffer(GL_FRAMEBUFFER, fb_obj)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer_obj)
#glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_buffer_obj)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_tex_obj, 0)
status = glCheckFramebufferStatus(GL_FRAMEBUFFER)
if status != GL_FRAMEBUFFER_COMPLETE:
print("incomplete framebuffer object")
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindTexture(GL_TEXTURE_2D, 0)
渲染到帧缓冲区并在整个 window 上绘制一个带有纹理的四边形到默认帧缓冲区:
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glBindFramebuffer(GL_FRAMEBUFFER, fb_obj)
glViewport (0, 0, fb_size[0], fb_size[1])
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glRotatef(1, 3, 1, 1)
gluSphere(gluNewQuadric( ), 2.0, 32, 32)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glViewport(0, 0, 500, 500)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
#glBlitFramebuffer(
# 0, 0, fb_size[0], fb_size[1],
# 0, 0, 500, 500,
# GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
# GL_NEAREST)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, color_tex_obj)
glBegin(GL_TRIANGLE_FAN)
glTexCoord2f(0,0)
glVertex2f(-1,-1)
glTexCoord2f(1,0)
glVertex2f(1,-1)
glTexCoord2f(1,1)
glVertex2f(1,1)
glTexCoord2f(0,1)
glVertex2f(-1,1)
glEnd()
glDisable(GL_TEXTURE_2D)
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
pygame.display.flip()
pygame.time.wait(10)