如何使用 pygame 和 pyopengl 正确添加灯光以使对象获得更好的视图

How to correctly add a light to make object get a better view with pygame and pyopengl

我正在学习 https://pythonprogramming.net/opengl-pyopengl-python-pygame-tutorial/ 中提供的教程,他在那里教授如何使用 pyOpenGL 渲染立方体 pygame。

渲染立方体时,教程为立方体的所有顶点设置颜色,然后显示。但是,在我的项目中,我使用 https://www.pygame.org/wiki/OBJFileLoader 中提供的代码从 .obj 文件加载对象,并且我的大部分对象都是完全白色的。

结论:当我在屏幕上渲染时,我只看到全白,非常难看。所以我想用光来更好地观察物体,但我做不到。

我对 pyOpenGl 知之甚少,找不到更深入的教程。

这里是教程中提供的部分代码和结果。 (顶点、边、表面和颜色变量是元组的元组)

def Cube():
    glBegin(GL_QUADS)
    for surface in surfaces:
        x = 0
        for vertex in surface:
            x+=1
            glColor3fv(colors[x])
            glVertex3fv(verticies[vertex])
    glEnd()
    glBegin(GL_LINES)
    for edge in edges:
        for vertex in edge:
            glVertex3fv(verticies[vertex])
    glEnd()


def main():
    pygame.init()
    display = (800,600)
    pygame.display.set_mode(display, DOUBLEBUF|OPENGL)

    gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
    glTranslatef(0.0,0.0, -5)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()      
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
        glRotatef(1, 3, 1, 1)     
        Cube()
        pygame.display.flip()
        pygame.time.wait(10)

main()

我试图编辑主函数以插入一个简单的光,但立方体中的颜色刚刚消失:

def main():
    pygame.init()
    display = (800,600)
    pygame.display.set_mode(display, DOUBLEBUF|OPENGL)

    gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
    glTranslatef(0.0,0.0, -5)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()      
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
        glRotatef(1, 3, 1, 1)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)

        glPushMatrix()
        glTranslatef(0.0,0.0, 5)
        glLight(GL_LIGHT0, GL_POSITION,  (0, 1, 0, 1))
        glLightfv(GL_LIGHT0, GL_AMBIENT,  (0, 1.5, 1, 0))
        glPopMatrix()
        Cube()
        glDisable(GL_LIGHT0)
        glDisable(GL_LIGHTING)

        pygame.display.flip()
        pygame.time.wait(10)

我想要的是带有颜色并被灯光照亮的立方体。我的代码有什么问题以及如何修复它?

点亮时(GL_LIGHTING) is enabled, then the color is taken from the material parameters (glMaterial)。

如果您仍想使用当前颜色,则必须启用 GL_COLOR_MATERIAL 并设置颜色 material 参数 (glColorMaterial).

环境光不依赖于光源的方向。您必须定义漫射 and/or 镜面光。见 glLightfv:

当灯光位置由glLightfv(GL_LIGHT0, GL_POSITION, pos)设置时,则该位置乘以当前模型视图矩阵。因此必须在模型转换之前设置 world space 中的光照位置。 在设置投影矩阵之前切换到矩阵模式GL_PROJECTION。否则,光源位置将乘以投影矩阵。

glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)

glMatrixMode(GL_MODELVIEW)
glTranslatef(0, 0, -5)

#glLight(GL_LIGHT0, GL_POSITION,  (0, 0, 1, 0)) # directional light from the front
glLight(GL_LIGHT0, GL_POSITION,  (5, 5, 5, 1)) # point light from the left, top, front
glLightfv(GL_LIGHT0, GL_AMBIENT, (0, 0, 0, 1))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (1, 1, 1, 1))

glEnable(GL_DEPTH_TEST) 

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            quit()      

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

    glEnable(GL_LIGHTING)
    glEnable(GL_LIGHT0)
    glEnable(GL_COLOR_MATERIAL)
    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE )

    glRotatef(1, 3, 1, 1)
    Cube()

    glDisable(GL_LIGHT0)
    glDisable(GL_LIGHTING)
    glDisable(GL_COLOR_MATERIAL)

    pygame.display.flip()

漫射(和镜面反射)光取决于表面的 Normal 矢量。

定义一个法向量元组数组(x, y, z)。注意下面的定义是一个例子。因为你画了一个有 6 个面的立方体,你必须定义 6 个法向量,但是向量的方向取决于你的顶点坐标,我不知道。

normals = [
    ( 0,  0, -1),  # surface 0
    (-1,  0,  0),  # surface 1
    ( 0,  1,  1),  # surface 2
    ( 1,  0,  0),  # surface 3
    ( 0,  1,  0),  # surface 4
    ( 0, -1,  0)   # surface 5
]

并在绘制对象时设置合适的法向量:

def Cube():
    glBegin(GL_QUADS)
    for i_surface, surface in enumerate(surfaces):
        x = 0

        glNormal3fv(normals[i_surface]) # set the normal vector the vertices of the surface

        for vertex in surface:
            x+=1
            glColor3fv(colors[x])
            glVertex3fv(verticies[vertex])
    glEnd()

    glColor3fv(colors[0])
    glBegin(GL_LINES)
    for edge in edges:
        for vertex in edge:
            glVertex3fv(verticies[vertex])
    glEnd()

启用 Depth Test (glEnable(GL_DEPTH_TEST)) 以获得如下动画:

完整示例代码:

import pygame
from pygame.locals import *

from OpenGL.GL import *
from OpenGL.GLU import *

verticies = (
    ( 1, -1, -1), # 0
    ( 1,  1, -1), # 1
    (-1,  1, -1), # 2
    (-1, -1, -1), # 3
    ( 1, -1,  1), # 4
    ( 1,  1,  1), # 5
    (-1, -1,  1), # 6
    (-1,  1,  1), # 7
    )

surfaces = (
    (0,1,2,3),
    (3,2,7,6),
    (6,7,5,4),
    (4,5,1,0),
    (1,5,7,2),
    (4,0,3,6),
    )

normals = [
    ( 0,  0, -1),  # surface 0
    (-1,  0,  0),  # surface 1
    ( 0,  0,  1),  # surface 2
    ( 1,  0,  0),  # surface 3
    ( 0,  1,  0),  # surface 4
    ( 0, -1,  0)   # surface 5
]

colors = (
    (1,1,1),
    (0,1,0),
    (0,0,1),
    (0,1,0),
    (0,0,1),
    (1,0,1),
    (0,1,0),
    (1,0,1),
    (0,1,0),
    (0,0,1),
    )

edges = (
    (0,1),
    (0,3),
    (0,4),
    (2,1),
    (2,3),
    (2,7),
    (6,3),
    (6,4),
    (6,7),
    (5,1),
    (5,4),
    (5,7),
    )


def Cube():
    glBegin(GL_QUADS)
    for i_surface, surface in enumerate(surfaces):
        x = 0
        glNormal3fv(normals[i_surface])
        for vertex in surface:
            x+=1
            glColor3fv(colors[x])
            glVertex3fv(verticies[vertex])
    glEnd()

    glColor3fv(colors[0])
    glBegin(GL_LINES)
    for edge in edges:
        for vertex in edge:
            glVertex3fv(verticies[vertex])
    glEnd()


def main():
    global surfaces

    pygame.init()
    display = (800, 600)
    pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
    clock = pygame.time.Clock()

    glMatrixMode(GL_PROJECTION)
    gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)

    glMatrixMode(GL_MODELVIEW)
    glTranslatef(0, 0, -5)

    #glLight(GL_LIGHT0, GL_POSITION,  (0, 0, 1, 0)) # directional light from the front
    glLight(GL_LIGHT0, GL_POSITION,  (5, 5, 5, 1)) # point light from the left, top, front
    glLightfv(GL_LIGHT0, GL_AMBIENT, (0, 0, 0, 1))
    glLightfv(GL_LIGHT0, GL_DIFFUSE, (1, 1, 1, 1))

    glEnable(GL_DEPTH_TEST) 

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()      

        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_COLOR_MATERIAL)
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE )

        glRotatef(1, 3, 1, 1)
        Cube()

        glDisable(GL_LIGHT0)
        glDisable(GL_LIGHTING)
        glDisable(GL_COLOR_MATERIAL)

        pygame.display.flip()
        clock.tick(60)

main()