纹理 3D 图形(圆柱体)
Texture the 3D figure (cylinder)
我需要对我的圆柱体进行纹理处理,我有 texture.png 并且我已经做了一个
多边形网格(带三角形)。
如果你需要的话,这是代码
pastebin
import pyglet
import pyglet.gl as pgl
from pyglet.window import key
import math
win = pyglet.window.Window(1300, 1000, resizable=True)
WINDOW = 1000
tr = 90
INCREMENT = 5
transparant = False
xRotation = -70
zRotation = -30
yRotation = 180
zoom = 1
far = 100
dist = 35
x = -180
y = 70
z = 0
light = False
param = 0
t_prev = -5
start_loop = False
run_loop = False
def run_loop(dt):
on_draw()
def draw_figure():
angle = 0
t = 0
x = y = z = 0
a = 50
b = 100
if not transparant:
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_FILL)
else:
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_LINE)
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
for i in range(0, tr + 1):
pgl.glColor3ub(0, 0, 0)
if i >= 1:
t1 = a1
t2 = a2
t3 = a3
a1 = x + a * math.cos(i * 2 * math.pi / tr)
a2 = y + b * math.sin(i * 2 * math.pi / tr)
a3 = z + 8
pgl.glVertex3f(a1, a2, a3)
if i >= 1:
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
b1 = x
b2 = y
b3 = z + 8
pgl.glVertex3f(b1, b2, b3)
pgl.glEnd()
for j in range(1, 27):
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
pgl.glColor3ub(0, 0, 0)
x1 = a * math.cos(0)
y1 = b * math.sin(0)
a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
a3 = z + j * 8
pgl.glVertex3f(a1, a2, a3)
x1 = a * math.cos(0)
y1 = b * math.sin(0)
b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
b3 = z + j * 8 + 8
pgl.glVertex3f(b1, b2, b3)
for i in range(1, tr + 1):
pgl.glColor3ub(0, 0, 0)
x1 = a * math.cos(i * 2 * math.pi / tr)
y1 = b * math.sin(i * 2 * math.pi / tr)
t1 = a1
t2 = a2
t3 = a3
a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
a3 = z + j * 8
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
pgl.glVertex3f(a1, a2, a3)
x1 = a * math.cos(i * 2 * math.pi / tr)
y1 = b * math.sin(i * 2 * math.pi / tr)
b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
b3 = z + j * 8 + 8
pgl.glVertex3f(b1, b2, b3)
t = t + 16
pgl.glEnd()
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
t = 416
z = z + 144
angle = angle + t
for i in range(0, tr + 1):
pgl.glColor3ub(0, 0, 0)
x1 = x + a * math.cos(i * 2 * math.pi / tr)
y1 = y + b * math.sin(i * 2 * math.pi / tr)
x2 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
y2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
if i >= 1:
t1 = a1
t2 = a2
t3 = a3
a1 = x2
a2 = y2
a3 = z + 72
pgl.glVertex3f(a1, a2, a3)
if i >= 1:
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
b1 = x
b2 = y
b3 = z + 72
pgl.glVertex3f(b1, b2, b3)
angle = angle + i
pgl.glEnd()
@win.event
def on_draw():
global x, y, z, start_loop, run_loop, param, t_prev, zRotation
pgl.glClearColor(0.3, 0.3, 0.3, 0.0)
pgl.glEnable(pgl.GL_DEPTH_TEST)
if light:
pgl.glEnable(pgl.GL_LIGHTING)
pgl.glLightModelf(pgl.GL_LIGHT_MODEL_TWO_SIDE, pgl.GL_TRUE)
pgl.glEnable(pgl.GL_NORMALIZE)
pgl.glClear(pgl.GL_COLOR_BUFFER_BIT | pgl.GL_DEPTH_BUFFER_BIT)
pgl.glLoadIdentity()
pgl.glViewport(0, 0, 1300, 1000)
pgl.glMatrixMode(pgl.GL_PROJECTION)
pgl.glLoadIdentity()
pgl.glOrtho(-1300 / 4, 1300 / 4, -1000 / 4, 1000 / 4, -400, 600)
pgl.glMatrixMode(pgl.GL_MODELVIEW)
pgl.glLoadIdentity()
if light:
material_diffuse = [1.0, 1.0, 1.0, 1.0]
pgl.glMaterialfv(pgl.GL_FRONT_AND_BACK, pgl.GL_DIFFUSE,
(pgl.GLfloat * len(material_diffuse))(*material_diffuse))
light5_diffuse = [1.0, 0.0, 0.0];
light5_position = [0.5, 0.5, 1.0, 0];
pgl.glEnable(pgl.GL_LIGHT5);
pgl.glLightfv(pgl.GL_LIGHT5, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light5_diffuse))(*light5_diffuse));
pgl.glLightfv(pgl.GL_LIGHT5, pgl.GL_POSITION, (pgl.GLfloat * len(light5_position))(*light5_position));
pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_CONSTANT_ATTENUATION, 0.0);
pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_LINEAR_ATTENUATION, 0.4);
pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
light6_diffuse = [0.0, 1.0, 0.0];
light6_position = [0.5 * math.cos(2 * math.pi / 3), 0.5 * math.sin(2 * math.pi / 3), 1.0, 0];
pgl.glEnable(pgl.GL_LIGHT6);
pgl.glLightfv(pgl.GL_LIGHT6, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light6_diffuse))(*light6_diffuse));
pgl.glLightfv(pgl.GL_LIGHT6, pgl.GL_POSITION, (pgl.GLfloat * len(light6_position))(*light6_position));
pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_CONSTANT_ATTENUATION, 0.0);
pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_LINEAR_ATTENUATION, 0.4);
pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
light7_diffuse = [0.0, 0.0, 1.0];
light7_position = [0.5 * math.cos(4 * math.pi / 3), 0.5 * math.sin(4 * math.pi / 3), 1.0, 0];
pgl.glEnable(pgl.GL_LIGHT7);
pgl.glLightfv(pgl.GL_LIGHT7, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light7_diffuse))(*light7_diffuse));
pgl.glLightfv(pgl.GL_LIGHT7, pgl.GL_POSITION, (pgl.GLfloat * len(light7_position))(*light7_position));
pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_CONSTANT_ATTENUATION, 0.0);
pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_LINEAR_ATTENUATION, 0.4);
pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_FILL)
pgl.glPushMatrix()
pgl.glTranslatef(x, y, z)
pgl.glRotatef(xRotation, 1, 0, 0)
pgl.glRotatef(yRotation, 0, 1, 0)
pgl.glRotatef(zRotation, 0, 0, 1)
pgl.glScalef(zoom, zoom, zoom)
draw_figure()
if start_loop:
start_loop = False
run_loop = True
x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (
1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
(param / 100) ** 2) * (
1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
70)
z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (
1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
0)
elif run_loop:
if param < 100 and param > t_prev:
zRotation += INCREMENT
param = param + 1
t_prev = t_prev + 1
if (param == 100):
t_prev = 105
x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
70)
z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
0)
print(param)
print("плюс")
if param > 0 and param < t_prev:
zRotation -= INCREMENT
param = param - 1
t_prev = t_prev - 1
if (param == 0):
t_prev = -5
x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
70)
z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
0)
print(param)
print("минус")
pgl.glPopMatrix()
@win.event
def on_text_motion(motion):
global xRotation, yRotation, INCREMENT
if motion == key.UP:
xRotation -= INCREMENT
elif motion == key.DOWN:
xRotation += INCREMENT
elif motion == key.LEFT:
yRotation -= INCREMENT
elif motion == key.RIGHT:
yRotation += INCREMENT
@win.event
def on_key_press(symbol, modifiers):
global transparant, dist, tr, x, y, z, INCREMENT, zRotation, light, t, start_loop, run_loop
if symbol == key.T and not transparant:
transparant = True
elif symbol == key.T and transparant:
transparant = False
elif symbol == key.W:
x += 2.5
elif symbol == key.S:
x -= 2.5
elif symbol == key.A:
y -= 2.5
elif symbol == key.D:
y += 2.5
elif symbol == key.Q:
z -= 2.5
elif symbol == key.E:
z += 2.5
elif symbol == key.L:
light = not light
elif symbol == key.Z:
zRotation += INCREMENT
elif symbol == key.X:
zRotation -= INCREMENT
elif symbol == key.ESCAPE:
pyglet.app.exit()
elif symbol == key.P:
tr += 5
elif symbol == key.O:
if tr > 5:
tr -= 5
elif symbol == key.SPACE:
if not run_loop:
start_loop = True
else:
run_loop = False
@win.event
def on_mouse_scroll(x, y, scroll_x, scroll_y):
global zoom
if scroll_y < 0:
zoom += 0.1
elif scroll_y > 0 and zoom - 0.1 > 0:
zoom -= 0.1
@win.event
def on_mouse_press(x, y, button, modifiers):
if button == pyglet.window.mouse.LEFT:
print(x, y)
pyglet.clock.schedule_interval(run_loop, 0.1)
pyglet.app.run()
编辑:
首先你必须通过pyglet.image.load
respectively get_texture()
:
将纹理图像加载到纹理对象
texture_obj = pyglet.image.load('texture.png').get_texture()
纹理必须由glBindTexture
绑定:
pgl.glBindTexture(pgl.GL_TEXTURE_2D, texture_obj.id)
二维纹理由 glEnable(GL_TEXTURE_2D)
启用,可由 glDisable(GL_TEXTURE_2D)
禁用。
如果启用纹理,则应用 glBegin
/glEnd
序列绘制几何时当前绑定的纹理:
pgl.glEnable(pgl.GL_TEXTURE_2D)
如果启用纹理,则默认情况下纹理元素的颜色乘以当前颜色,因为默认情况下纹理环境模式 (GL_TEXTURE_ENV_MODE
) 为 GL_MODULATE
。参见 glTexEnv
。
这会导致纹理的纹素颜色 "mixed" 是您通过 glColor3ub
设置的最后一种颜色。
在渲染纹理之前设置 "white" 颜色,以解决您的问题:
plg.glColor3ub(255, 255, 255)
或
pgl.glColor3f(1, 1, 1)
同样,您可以将环境模式更改为 GL_REPLACE
,而不是:
pgl.glTexEnvi(pgl.GL_TEXTURE_ENV, pgl.GL_TEXTURE_ENV_MODE, pgl.GL_REPLACE)
当glVertex
is called, the the current texture coordinates are associated with the vertex coordinate. The texture coordinate is set by glTexCoord2f
.
您必须设置与每个顶点坐标对应的纹理坐标。纹理坐标必须在 [0, 1] 范围内。另见 How do opengl texture coordinates work?.
例如
u = math.cos(i * 2 * math.pi / tr)
v = math.sin(i * 2 * math.pi / tr)
pgl.glTexCoord2f(u*0.5+0.5, v*0.5+0.5)
a1 = x + a * u
a2 = y + b * v
a3 = z + 8
pgl.glVertex3f(a1, a2, a3)
函数 draw_figure
可能如下所示。注意,我不完全知道你想如何将纹理包裹到网格上,所以我按照我的想法计算纹理坐标。您可能需要根据需要调整纹理坐标的计算:
texture_obj = None
def draw_figure():
global texture_obj
# [...]
if texture_obj == None:
texture_obj = pyglet.image.load('texture.png').get_texture()
pgl.glBindTexture(pgl.GL_TEXTURE_2D, texture_obj.id)
pgl.glEnable(pgl.GL_TEXTURE_2D)
pgl.glTexEnvi(pgl.GL_TEXTURE_ENV, pgl.GL_TEXTURE_ENV_MODE, pgl.GL_REPLACE)
if not transparant:
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_FILL)
else:
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_LINE)
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
for i in range(0, tr + 1):
pgl.glColor3ub(255, 255, 255)
if i >= 1:
t1 = a1
t2 = a2
t3 = a3
u = math.cos(i * 2 * math.pi / tr)
v = math.sin(i * 2 * math.pi / tr)
a1 = x + a * u
a2 = y + b * v
a3 = z + 8
pgl.glTexCoord2f(u*0.5+0.5, v*0.5+0.5)
pgl.glVertex3f(a1, a2, a3)
if i >= 1:
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
b1 = x
b2 = y
b3 = z + 8
pgl.glTexCoord2f(0.5, 0.5)
pgl.glVertex3f(b1, b2, b3)
pgl.glEnd()
for j in range(1, 27):
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
pgl.glColor3ub(255, 255, 255)
x1 = a * math.cos(0)
y1 = b * math.sin(0)
a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
a3 = z + j * 8
pgl.glTexCoord2f(0.0, 0.0)
pgl.glVertex3f(a1, a2, a3)
b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
b3 = z + j * 8 + 8
u = math.cos((t + 16) * math.pi / 360) + math.sin((t + 16) * math.pi / 360)
v = (j-1)/26
pgl.glTexCoord2f(0.0, 0.0)
pgl.glVertex3f(b1, b2, b3)
for i in range(1, tr + 1):
pgl.glColor3ub(255, 255, 255)
x1 = a * math.cos(i * 2 * math.pi / tr)
y1 = b * math.sin(i * 2 * math.pi / tr)
t1 = a1
t2 = a2
t3 = a3
a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
a3 = z + j * 8
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
v = math.cos(t * math.pi / 360) + math.sin(t * math.pi / 360)
pgl.glTexCoord2f((i-1)/tr, (26-j)/26)
pgl.glVertex3f(a1, a2, a3)
x1 = a * math.cos(i * 2 * math.pi / tr)
y1 = b * math.sin(i * 2 * math.pi / tr)
b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
b3 = z + j * 8 + 8
v = math.cos((t + 16) * math.pi / 360) + math.sin((t + 16) * math.pi / 360)
pgl.glTexCoord2f((i-1)/tr, (25-j)/26)
pgl.glVertex3f(b1, b2, b3)
t = t + 16
pgl.glEnd()
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
t = 416
z = z + 144
angle = angle + t
for i in range(0, tr + 1):
pgl.glColor3ub(255, 255, 255)
u = math.cos(i * 2 * math.pi / tr)
v = math.sin(i * 2 * math.pi / tr)
x1 = x + a * u
y1 = y + b * v
x2 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
y2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
if i >= 1:
t1 = a1
t2 = a2
t3 = a3
a1 = x2
a2 = y2
a3 = z + 72
pgl.glTexCoord2f(u*0.5+0.5, v*0.5+0.5)
pgl.glVertex3f(a1, a2, a3)
if i >= 1:
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
b1 = x
b2 = y
b3 = z + 72
pgl.glTexCoord2f(0.5, 0.5)
pgl.glVertex3f(b1, b2, b3)
angle = angle + i
pgl.glEnd()
我需要对我的圆柱体进行纹理处理,我有 texture.png 并且我已经做了一个 多边形网格(带三角形)。
如果你需要的话,这是代码 pastebin
import pyglet
import pyglet.gl as pgl
from pyglet.window import key
import math
win = pyglet.window.Window(1300, 1000, resizable=True)
WINDOW = 1000
tr = 90
INCREMENT = 5
transparant = False
xRotation = -70
zRotation = -30
yRotation = 180
zoom = 1
far = 100
dist = 35
x = -180
y = 70
z = 0
light = False
param = 0
t_prev = -5
start_loop = False
run_loop = False
def run_loop(dt):
on_draw()
def draw_figure():
angle = 0
t = 0
x = y = z = 0
a = 50
b = 100
if not transparant:
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_FILL)
else:
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_LINE)
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
for i in range(0, tr + 1):
pgl.glColor3ub(0, 0, 0)
if i >= 1:
t1 = a1
t2 = a2
t3 = a3
a1 = x + a * math.cos(i * 2 * math.pi / tr)
a2 = y + b * math.sin(i * 2 * math.pi / tr)
a3 = z + 8
pgl.glVertex3f(a1, a2, a3)
if i >= 1:
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
b1 = x
b2 = y
b3 = z + 8
pgl.glVertex3f(b1, b2, b3)
pgl.glEnd()
for j in range(1, 27):
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
pgl.glColor3ub(0, 0, 0)
x1 = a * math.cos(0)
y1 = b * math.sin(0)
a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
a3 = z + j * 8
pgl.glVertex3f(a1, a2, a3)
x1 = a * math.cos(0)
y1 = b * math.sin(0)
b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
b3 = z + j * 8 + 8
pgl.glVertex3f(b1, b2, b3)
for i in range(1, tr + 1):
pgl.glColor3ub(0, 0, 0)
x1 = a * math.cos(i * 2 * math.pi / tr)
y1 = b * math.sin(i * 2 * math.pi / tr)
t1 = a1
t2 = a2
t3 = a3
a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
a3 = z + j * 8
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
pgl.glVertex3f(a1, a2, a3)
x1 = a * math.cos(i * 2 * math.pi / tr)
y1 = b * math.sin(i * 2 * math.pi / tr)
b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
b3 = z + j * 8 + 8
pgl.glVertex3f(b1, b2, b3)
t = t + 16
pgl.glEnd()
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
t = 416
z = z + 144
angle = angle + t
for i in range(0, tr + 1):
pgl.glColor3ub(0, 0, 0)
x1 = x + a * math.cos(i * 2 * math.pi / tr)
y1 = y + b * math.sin(i * 2 * math.pi / tr)
x2 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
y2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
if i >= 1:
t1 = a1
t2 = a2
t3 = a3
a1 = x2
a2 = y2
a3 = z + 72
pgl.glVertex3f(a1, a2, a3)
if i >= 1:
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
b1 = x
b2 = y
b3 = z + 72
pgl.glVertex3f(b1, b2, b3)
angle = angle + i
pgl.glEnd()
@win.event
def on_draw():
global x, y, z, start_loop, run_loop, param, t_prev, zRotation
pgl.glClearColor(0.3, 0.3, 0.3, 0.0)
pgl.glEnable(pgl.GL_DEPTH_TEST)
if light:
pgl.glEnable(pgl.GL_LIGHTING)
pgl.glLightModelf(pgl.GL_LIGHT_MODEL_TWO_SIDE, pgl.GL_TRUE)
pgl.glEnable(pgl.GL_NORMALIZE)
pgl.glClear(pgl.GL_COLOR_BUFFER_BIT | pgl.GL_DEPTH_BUFFER_BIT)
pgl.glLoadIdentity()
pgl.glViewport(0, 0, 1300, 1000)
pgl.glMatrixMode(pgl.GL_PROJECTION)
pgl.glLoadIdentity()
pgl.glOrtho(-1300 / 4, 1300 / 4, -1000 / 4, 1000 / 4, -400, 600)
pgl.glMatrixMode(pgl.GL_MODELVIEW)
pgl.glLoadIdentity()
if light:
material_diffuse = [1.0, 1.0, 1.0, 1.0]
pgl.glMaterialfv(pgl.GL_FRONT_AND_BACK, pgl.GL_DIFFUSE,
(pgl.GLfloat * len(material_diffuse))(*material_diffuse))
light5_diffuse = [1.0, 0.0, 0.0];
light5_position = [0.5, 0.5, 1.0, 0];
pgl.glEnable(pgl.GL_LIGHT5);
pgl.glLightfv(pgl.GL_LIGHT5, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light5_diffuse))(*light5_diffuse));
pgl.glLightfv(pgl.GL_LIGHT5, pgl.GL_POSITION, (pgl.GLfloat * len(light5_position))(*light5_position));
pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_CONSTANT_ATTENUATION, 0.0);
pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_LINEAR_ATTENUATION, 0.4);
pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
light6_diffuse = [0.0, 1.0, 0.0];
light6_position = [0.5 * math.cos(2 * math.pi / 3), 0.5 * math.sin(2 * math.pi / 3), 1.0, 0];
pgl.glEnable(pgl.GL_LIGHT6);
pgl.glLightfv(pgl.GL_LIGHT6, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light6_diffuse))(*light6_diffuse));
pgl.glLightfv(pgl.GL_LIGHT6, pgl.GL_POSITION, (pgl.GLfloat * len(light6_position))(*light6_position));
pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_CONSTANT_ATTENUATION, 0.0);
pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_LINEAR_ATTENUATION, 0.4);
pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
light7_diffuse = [0.0, 0.0, 1.0];
light7_position = [0.5 * math.cos(4 * math.pi / 3), 0.5 * math.sin(4 * math.pi / 3), 1.0, 0];
pgl.glEnable(pgl.GL_LIGHT7);
pgl.glLightfv(pgl.GL_LIGHT7, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light7_diffuse))(*light7_diffuse));
pgl.glLightfv(pgl.GL_LIGHT7, pgl.GL_POSITION, (pgl.GLfloat * len(light7_position))(*light7_position));
pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_CONSTANT_ATTENUATION, 0.0);
pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_LINEAR_ATTENUATION, 0.4);
pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_FILL)
pgl.glPushMatrix()
pgl.glTranslatef(x, y, z)
pgl.glRotatef(xRotation, 1, 0, 0)
pgl.glRotatef(yRotation, 0, 1, 0)
pgl.glRotatef(zRotation, 0, 0, 1)
pgl.glScalef(zoom, zoom, zoom)
draw_figure()
if start_loop:
start_loop = False
run_loop = True
x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (
1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
(param / 100) ** 2) * (
1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
70)
z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (
1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
0)
elif run_loop:
if param < 100 and param > t_prev:
zRotation += INCREMENT
param = param + 1
t_prev = t_prev + 1
if (param == 100):
t_prev = 105
x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
70)
z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
0)
print(param)
print("плюс")
if param > 0 and param < t_prev:
zRotation -= INCREMENT
param = param - 1
t_prev = t_prev - 1
if (param == 0):
t_prev = -5
x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
70)
z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
(param / 100) ** 2) * (1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
0)
print(param)
print("минус")
pgl.glPopMatrix()
@win.event
def on_text_motion(motion):
global xRotation, yRotation, INCREMENT
if motion == key.UP:
xRotation -= INCREMENT
elif motion == key.DOWN:
xRotation += INCREMENT
elif motion == key.LEFT:
yRotation -= INCREMENT
elif motion == key.RIGHT:
yRotation += INCREMENT
@win.event
def on_key_press(symbol, modifiers):
global transparant, dist, tr, x, y, z, INCREMENT, zRotation, light, t, start_loop, run_loop
if symbol == key.T and not transparant:
transparant = True
elif symbol == key.T and transparant:
transparant = False
elif symbol == key.W:
x += 2.5
elif symbol == key.S:
x -= 2.5
elif symbol == key.A:
y -= 2.5
elif symbol == key.D:
y += 2.5
elif symbol == key.Q:
z -= 2.5
elif symbol == key.E:
z += 2.5
elif symbol == key.L:
light = not light
elif symbol == key.Z:
zRotation += INCREMENT
elif symbol == key.X:
zRotation -= INCREMENT
elif symbol == key.ESCAPE:
pyglet.app.exit()
elif symbol == key.P:
tr += 5
elif symbol == key.O:
if tr > 5:
tr -= 5
elif symbol == key.SPACE:
if not run_loop:
start_loop = True
else:
run_loop = False
@win.event
def on_mouse_scroll(x, y, scroll_x, scroll_y):
global zoom
if scroll_y < 0:
zoom += 0.1
elif scroll_y > 0 and zoom - 0.1 > 0:
zoom -= 0.1
@win.event
def on_mouse_press(x, y, button, modifiers):
if button == pyglet.window.mouse.LEFT:
print(x, y)
pyglet.clock.schedule_interval(run_loop, 0.1)
pyglet.app.run()
编辑:
首先你必须通过pyglet.image.load
respectively get_texture()
:
texture_obj = pyglet.image.load('texture.png').get_texture()
纹理必须由glBindTexture
绑定:
pgl.glBindTexture(pgl.GL_TEXTURE_2D, texture_obj.id)
二维纹理由 glEnable(GL_TEXTURE_2D)
启用,可由 glDisable(GL_TEXTURE_2D)
禁用。
如果启用纹理,则应用 glBegin
/glEnd
序列绘制几何时当前绑定的纹理:
pgl.glEnable(pgl.GL_TEXTURE_2D)
如果启用纹理,则默认情况下纹理元素的颜色乘以当前颜色,因为默认情况下纹理环境模式 (GL_TEXTURE_ENV_MODE
) 为 GL_MODULATE
。参见 glTexEnv
。
这会导致纹理的纹素颜色 "mixed" 是您通过 glColor3ub
设置的最后一种颜色。
在渲染纹理之前设置 "white" 颜色,以解决您的问题:
plg.glColor3ub(255, 255, 255)
或
pgl.glColor3f(1, 1, 1)
同样,您可以将环境模式更改为 GL_REPLACE
,而不是:
pgl.glTexEnvi(pgl.GL_TEXTURE_ENV, pgl.GL_TEXTURE_ENV_MODE, pgl.GL_REPLACE)
当glVertex
is called, the the current texture coordinates are associated with the vertex coordinate. The texture coordinate is set by glTexCoord2f
.
您必须设置与每个顶点坐标对应的纹理坐标。纹理坐标必须在 [0, 1] 范围内。另见 How do opengl texture coordinates work?.
例如
u = math.cos(i * 2 * math.pi / tr)
v = math.sin(i * 2 * math.pi / tr)
pgl.glTexCoord2f(u*0.5+0.5, v*0.5+0.5)
a1 = x + a * u
a2 = y + b * v
a3 = z + 8
pgl.glVertex3f(a1, a2, a3)
函数 draw_figure
可能如下所示。注意,我不完全知道你想如何将纹理包裹到网格上,所以我按照我的想法计算纹理坐标。您可能需要根据需要调整纹理坐标的计算:
texture_obj = None
def draw_figure():
global texture_obj
# [...]
if texture_obj == None:
texture_obj = pyglet.image.load('texture.png').get_texture()
pgl.glBindTexture(pgl.GL_TEXTURE_2D, texture_obj.id)
pgl.glEnable(pgl.GL_TEXTURE_2D)
pgl.glTexEnvi(pgl.GL_TEXTURE_ENV, pgl.GL_TEXTURE_ENV_MODE, pgl.GL_REPLACE)
if not transparant:
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_FILL)
else:
pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_LINE)
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
for i in range(0, tr + 1):
pgl.glColor3ub(255, 255, 255)
if i >= 1:
t1 = a1
t2 = a2
t3 = a3
u = math.cos(i * 2 * math.pi / tr)
v = math.sin(i * 2 * math.pi / tr)
a1 = x + a * u
a2 = y + b * v
a3 = z + 8
pgl.glTexCoord2f(u*0.5+0.5, v*0.5+0.5)
pgl.glVertex3f(a1, a2, a3)
if i >= 1:
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
b1 = x
b2 = y
b3 = z + 8
pgl.glTexCoord2f(0.5, 0.5)
pgl.glVertex3f(b1, b2, b3)
pgl.glEnd()
for j in range(1, 27):
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
pgl.glColor3ub(255, 255, 255)
x1 = a * math.cos(0)
y1 = b * math.sin(0)
a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
a3 = z + j * 8
pgl.glTexCoord2f(0.0, 0.0)
pgl.glVertex3f(a1, a2, a3)
b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
b3 = z + j * 8 + 8
u = math.cos((t + 16) * math.pi / 360) + math.sin((t + 16) * math.pi / 360)
v = (j-1)/26
pgl.glTexCoord2f(0.0, 0.0)
pgl.glVertex3f(b1, b2, b3)
for i in range(1, tr + 1):
pgl.glColor3ub(255, 255, 255)
x1 = a * math.cos(i * 2 * math.pi / tr)
y1 = b * math.sin(i * 2 * math.pi / tr)
t1 = a1
t2 = a2
t3 = a3
a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
a3 = z + j * 8
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
v = math.cos(t * math.pi / 360) + math.sin(t * math.pi / 360)
pgl.glTexCoord2f((i-1)/tr, (26-j)/26)
pgl.glVertex3f(a1, a2, a3)
x1 = a * math.cos(i * 2 * math.pi / tr)
y1 = b * math.sin(i * 2 * math.pi / tr)
b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
b3 = z + j * 8 + 8
v = math.cos((t + 16) * math.pi / 360) + math.sin((t + 16) * math.pi / 360)
pgl.glTexCoord2f((i-1)/tr, (25-j)/26)
pgl.glVertex3f(b1, b2, b3)
t = t + 16
pgl.glEnd()
pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
t = 416
z = z + 144
angle = angle + t
for i in range(0, tr + 1):
pgl.glColor3ub(255, 255, 255)
u = math.cos(i * 2 * math.pi / tr)
v = math.sin(i * 2 * math.pi / tr)
x1 = x + a * u
y1 = y + b * v
x2 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
y2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
if i >= 1:
t1 = a1
t2 = a2
t3 = a3
a1 = x2
a2 = y2
a3 = z + 72
pgl.glTexCoord2f(u*0.5+0.5, v*0.5+0.5)
pgl.glVertex3f(a1, a2, a3)
if i >= 1:
pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
(b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
b1 = x
b2 = y
b3 = z + 72
pgl.glTexCoord2f(0.5, 0.5)
pgl.glVertex3f(b1, b2, b3)
angle = angle + i
pgl.glEnd()