更改 PyOpenGL 小部件的透视图
Change perspective of a PyOpenGL widget
我正在尝试在 PyQt5 OpenGL 小部件中更改场景的视角。我知道我必须覆盖一些方法,但我不知道我应该使用哪个。
def initializeGL(self):
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_LINES)
# More code
我应该在哪里使用glOrtho
功能?我在哪里可以找到有关覆盖此方法的信息?
当我去声明这个方法时,它们只有一个 pass 语句,没有别的,它们是如何以及何时执行的?我应该使用 QPainter
而不是 OpenGL 吗?
def __init__(self, parent=None):
super().__init__(parent)
self._x = 0
self._y = -0.3
self._z = 0.5
self._rz = 0
self._ry = -0.5
self.vertices_vertical = [[1000, 1000, 000], [1000, -1000, 000],
[-1000, -1000, 000], [-1000, 1000, 000]]
self.vertices_horizontal = [[1000, 000, -1000], [1000, 000, 1000],
[-1000, 000, 1000], [-1000, 000, -1000]]
def initializeGL(self):
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, 1000, 750, 0, -1, 1)
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glBegin(GL_LINES)
glColor3d(1, 0, 0)
glVertex3d(0, 0, 0)
glVertex3d(1, 0, 0)
glColor3d(0, 1, 0)
glVertex3d(0, 0, 0)
glVertex3d(0, 1, 0)
glColor3d(0, 0, 1)
glVertex3d(0, 0, 0)
glVertex3d(0, 0, 1)
glEnd()
# glLoadIdentity()
glTranslate(self._x, self._y, self._z)
glRotate(self._ry, 0, 1, 0)
glRotate(self._rz, 0, 0, 1)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR)
glBegin(GL_QUADS)
glColor4fv((0, 1, 0, 0.6))
for vertex in range(4):
glVertex3fv(self.vertices_vertical[vertex])
glColor4fv((1, 0, 0, 0.6))
for vertex in range(4):
glVertex3fv(self.vertices_horizontal[vertex])
glEnd()
glDisable(GL_BLEND)
在Legacy OpenGL the current matrix is a global state. There are different kind of matrices, for each kind of matrix exists a matrix stack. The top of the matrix stack is the current matrix. The matrix stack which is the target for subsequent matrix operations like glOrtho
, glPushMatrix
/glPopMatrix
, glLoadIdentity
,etc. can be chosen by glMatrixMode
.
每个顶点坐标(glVertex
)由模型视图矩阵(GL_MODELVIEW
)和投影矩阵(GL_PROJECTION
)变换。
在initializeGL
中选择投影矩阵模式。设置 Identity matrix
and set the orthographic projection by glOrtho
. Note, glOrtho
dose not only set a matrix, it defines a Orthographic projection 矩阵并将当前矩阵乘以新矩阵。
例如设置正射投影,将 "window" 坐标转换为标准化设备 space。下面的(windowdWidth
,windowHeight
)是window的大小:
def initializeGL(self):
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, windowdWidth, windowHeight, 0, -1, 1)
在绘制模型之前,使用模型视图矩阵模式设置模型视图变换:
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
# model view transformations
# [...]
glBegin(GL_LINES)
# [...]
glEnd()
我正在尝试在 PyQt5 OpenGL 小部件中更改场景的视角。我知道我必须覆盖一些方法,但我不知道我应该使用哪个。
def initializeGL(self):
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_LINES)
# More code
我应该在哪里使用glOrtho
功能?我在哪里可以找到有关覆盖此方法的信息?
当我去声明这个方法时,它们只有一个 pass 语句,没有别的,它们是如何以及何时执行的?我应该使用 QPainter
而不是 OpenGL 吗?
def __init__(self, parent=None):
super().__init__(parent)
self._x = 0
self._y = -0.3
self._z = 0.5
self._rz = 0
self._ry = -0.5
self.vertices_vertical = [[1000, 1000, 000], [1000, -1000, 000],
[-1000, -1000, 000], [-1000, 1000, 000]]
self.vertices_horizontal = [[1000, 000, -1000], [1000, 000, 1000],
[-1000, 000, 1000], [-1000, 000, -1000]]
def initializeGL(self):
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, 1000, 750, 0, -1, 1)
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glBegin(GL_LINES)
glColor3d(1, 0, 0)
glVertex3d(0, 0, 0)
glVertex3d(1, 0, 0)
glColor3d(0, 1, 0)
glVertex3d(0, 0, 0)
glVertex3d(0, 1, 0)
glColor3d(0, 0, 1)
glVertex3d(0, 0, 0)
glVertex3d(0, 0, 1)
glEnd()
# glLoadIdentity()
glTranslate(self._x, self._y, self._z)
glRotate(self._ry, 0, 1, 0)
glRotate(self._rz, 0, 0, 1)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR)
glBegin(GL_QUADS)
glColor4fv((0, 1, 0, 0.6))
for vertex in range(4):
glVertex3fv(self.vertices_vertical[vertex])
glColor4fv((1, 0, 0, 0.6))
for vertex in range(4):
glVertex3fv(self.vertices_horizontal[vertex])
glEnd()
glDisable(GL_BLEND)
在Legacy OpenGL the current matrix is a global state. There are different kind of matrices, for each kind of matrix exists a matrix stack. The top of the matrix stack is the current matrix. The matrix stack which is the target for subsequent matrix operations like glOrtho
, glPushMatrix
/glPopMatrix
, glLoadIdentity
,etc. can be chosen by glMatrixMode
.
每个顶点坐标(glVertex
)由模型视图矩阵(GL_MODELVIEW
)和投影矩阵(GL_PROJECTION
)变换。
在initializeGL
中选择投影矩阵模式。设置 Identity matrix
and set the orthographic projection by glOrtho
. Note, glOrtho
dose not only set a matrix, it defines a Orthographic projection 矩阵并将当前矩阵乘以新矩阵。
例如设置正射投影,将 "window" 坐标转换为标准化设备 space。下面的(windowdWidth
,windowHeight
)是window的大小:
def initializeGL(self):
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, windowdWidth, windowHeight, 0, -1, 1)
在绘制模型之前,使用模型视图矩阵模式设置模型视图变换:
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
# model view transformations
# [...]
glBegin(GL_LINES)
# [...]
glEnd()