Python 尝试为 3D 对象着色时 OpenGL 无法正常工作
Python OpenGL not working properly when trying to color 3D objects
我刚开始使用 PyOpenGL,当我尝试着色时,它给了我一些奇特的结果
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
(-1, 1, -1),
(1, 1, -1),
(1, -1, -1),
(-1, -1, -1),
(-1, -1, 1),
(-1, 1, 1),
(1, 1, 1),
(1, -1, 1)
)
edges=(
(0,1),
(0,5),
(1,2),
(1,6),
(2,3),
(2,7),
(0,3),
(3,4),
(4,7),
(6,7),
(5,6),
(4,5)
)
surfaces = (
(0,1,2,3),
(0,1,6,5),
(0,3,4,5),
(3,2,7,4),
(1,2,7,6),
(4,5,6,7),
)
colors= (
)
def color_in_face(color, face_index):
for vertex in surfaces[face_index]:
glColor3fv(color)
glVertex3fv(verticies[vertex])
def Cube():
glBegin(GL_QUADS)
color_in_face((1,0,0), 0)
color_in_face((0,1,0), 1)
color_in_face((0,0,1), 2)
color_in_face((1,1,0), 3)
color_in_face((0,1,1), 4)
color_in_face((1,0,1), 5)
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
to_rotate = False
pygame.init()
display = (800,600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glTranslatef(0.0,0.0, -5)
glRotatef(0,0,0,0)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
to_rotate = "left"
elif event.key == pygame.K_RIGHT:
to_rotate = "right"
elif event.key == pygame.K_UP:
to_rotate = "up"
elif event.key == pygame.K_DOWN:
to_rotate = "down"
elif event.key == pygame.K_a:
to_rotate = "t-l"
elif event.key == pygame.K_s:
to_rotate = "t-r"
elif event.key == pygame.K_z:
to_rotate = "b-l"
elif event.key == pygame.K_x:
to_rotate = "b-r"
elif event.key == pygame.K_q:
to_rotate = "stop"
elif event.key == pygame.K_w:
to_rotate = "reload"
if to_rotate!=None:
if to_rotate==False:
glRotatef(0, 0, 0, 0)
elif to_rotate=="left":
glRotatef(0.5, 0, 1, 0)
elif to_rotate=="right":
glRotatef(0.5, 0, -1, 0)
elif to_rotate=="up":
glRotatef(0.5, 1, 0, 0)
elif to_rotate=="down":
glRotatef(0.5, -1, 0, 0)
elif to_rotate=="t-l":
glRotatef(0.5, 1, 1, 0)
elif to_rotate=="t-r":
glRotatef(0.5, 1, -1, 0)
elif to_rotate=="b-l":
glRotatef(0.5, -1, 1, 0)
elif to_rotate=="b-r":
glRotatef(0.5, -1, -1, 0)
elif to_rotate=="stop":
glRotatef(0, 0, 0, 0)
elif to_rotate=="reload":
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glRotatef(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
我正在使用 python 3.7,
我试过使用 python 3.5 但结果是一样的
pygame 版本 1.9.6,
PyOpenGL 版本 3.1.5
我想这个问题可能是由于 Python 版本引起的,但我不确定<
编辑:
添加答案建议后的新代码。
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
(-1, 1, -1),
(1, 1, -1),
(1, -1, -1),
(-1, -1, -1),
(-1, -1, 1),
(-1, 1, 1),
(1, 1, 1),
(1, -1, 1)
)
edges = (
(0, 1),
(0, 5),
(1, 2),
(1, 6),
(2, 3),
(2, 7),
(0, 3),
(3, 4),
(4, 7),
(6, 7),
(5, 6),
(4, 5)
)
surfaces = (
(0, 1, 2, 3),
(0, 1, 6, 5),
(0, 3, 4, 5),
(3, 2, 7, 4),
(1, 2, 7, 6),
(4, 5, 6, 7),
)
colors = (
(1, 0, 0),
(0, 1, 0),
(0, 0, 1),
(0, 0, 0),
(1, 1, 1),
(0, 1, 1),
(1, 0, 0),
(0, 1, 0),
(0, 0, 1),
(0, 0, 0),
(1, 1, 1),
(0, 1, 1)
)
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():
to_rotate = False
pygame.init()
display = (800, 600)
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
glEnable(GL_DEPTH_TEST)
pygame.display.gl_set_attribute(GL_DEPTH_SIZE, 24)
gluPerspective(45, (display[0] / display[1]), 0.1, 70.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
to_rotate = "left"
elif event.key == pygame.K_RIGHT:
to_rotate = "right"
elif event.key == pygame.K_UP:
to_rotate = "up"
elif event.key == pygame.K_DOWN:
to_rotate = "down"
elif event.key == pygame.K_a:
to_rotate = "t-l"
elif event.key == pygame.K_s:
to_rotate = "t-r"
elif event.key == pygame.K_z:
to_rotate = "b-l"
elif event.key == pygame.K_x:
to_rotate = "b-r"
elif event.key == pygame.K_q:
to_rotate = "stop"
elif event.key == pygame.K_w:
to_rotate = "reload"
elif event.key == pygame.K_f:
to_rotate = "f"
elif event.key == pygame.K_v:
to_rotate = "v"
if to_rotate != None:
if to_rotate == False:
glRotatef(0, 0, 0, 0)
elif to_rotate == "left":
glRotatef(0.5, 0, 1, 0)
elif to_rotate == "right":
glRotatef(0.5, 0, -1, 0)
elif to_rotate == "up":
glRotatef(0.5, 1, 0, 0)
elif to_rotate == "down":
glRotatef(0.5, -1, 0, 0)
elif to_rotate == "t-l":
glRotatef(0.5, 1, 1, 0)
elif to_rotate == "t-r":
glRotatef(0.5, 1, -1, 0)
elif to_rotate == "b-l":
glRotatef(0.5, -1, 1, 0)
elif to_rotate == "b-r":
glRotatef(0.5, -1, -1, 0)
elif to_rotate == "stop":
glRotatef(0, 0, 0, 0)
elif to_rotate == "f":
glRotatef(0.5, 0, 0, 1)
elif to_rotate == "v":
glRotatef(0.5, 0, 0, -1)
elif to_rotate == "reload":
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glRotatef(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(8)
您错过了启用 Depth Test and if you want to use the Depth Testt, you need to ensure that the default frame buffer has a depth buffer. Set the depth buffer size attribute (GL_DEPTH_SIZE
) with pygame.display.gl_set_attribute
(尝试使用 24 的尺寸,如果这不起作用则切换到 16):
def main():
to_rotate = False
pygame.init()
display = (800,600)
pygame.display.gl_set_attribute(GL_DEPTH_SIZE, 24) # <--- set depth buffer size
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
glEnable(GL_DEPTH_TEST) # <--- enable depth test
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glTranslatef(0.0,0.0, -5)
glRotatef(0,0,0,0)
while True:
# [...]
默认的深度测试函数是GL_LESS
。如果深度测试失败,则丢弃一个片段。因此,如果一个片段被绘制在另一个片段之前被绘制的更靠近相机的位置,新片段将被丢弃。
glRotate
、glTranslate
、gluPerspective
等所有矩阵运算都是指定一个新矩阵,将当前矩阵乘以新矩阵。
如果要重置视图,则必须加载 Identity Matrix before by glLoadIdentity
:
def main():
# [...]
while True:
# [...]
elif to_rotate=="reload":
glLoadIdentity() # <--- load identity matrix
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
旧版 OpenGL 提供不同的电流矩阵(参见 glMatrixMode
)。投影矩阵应设置为当前投影矩阵(GL_PROJECTION
),模型视图矩阵应设置为当前模型视图矩阵(GL_MODELVIEW
):
def main():
# [...]
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(0.0,0.0, -5)
完整示例:
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
(-1, 1, -1),
(1, 1, -1),
(1, -1, -1),
(-1, -1, -1),
(-1, -1, 1),
(-1, 1, 1),
(1, 1, 1),
(1, -1, 1)
)
edges=(
(0,1),
(0,5),
(1,2),
(1,6),
(2,3),
(2,7),
(0,3),
(3,4),
(4,7),
(6,7),
(5,6),
(4,5)
)
surfaces = (
(0,1,2,3),
(0,1,6,5),
(0,3,4,5),
(3,2,7,4),
(1,2,7,6),
(4,5,6,7),
)
colors= ()
def color_in_face(color, face_index):
for vertex in surfaces[face_index]:
glColor3fv(color)
glVertex3fv(verticies[vertex])
def Cube():
glBegin(GL_QUADS)
color_in_face((1,0,0), 0)
color_in_face((0,1,0), 1)
color_in_face((0,0,1), 2)
color_in_face((1,1,0), 3)
color_in_face((0,1,1), 4)
color_in_face((1,0,1), 5)
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
to_rotate = False
pygame.init()
display = (800,600)
pygame.display.gl_set_attribute(GL_DEPTH_SIZE, 24)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(0.0,0.0, -5)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
to_rotate = "left"
elif event.key == pygame.K_RIGHT:
to_rotate = "right"
elif event.key == pygame.K_UP:
to_rotate = "up"
elif event.key == pygame.K_DOWN:
to_rotate = "down"
elif event.key == pygame.K_a:
to_rotate = "t-l"
elif event.key == pygame.K_s:
to_rotate = "t-r"
elif event.key == pygame.K_z:
to_rotate = "b-l"
elif event.key == pygame.K_x:
to_rotate = "b-r"
elif event.key == pygame.K_q:
to_rotate = "stop"
elif event.key == pygame.K_w:
to_rotate = "reload"
if to_rotate=="left":
glRotatef(0.5, 0, 1, 0)
elif to_rotate=="right":
glRotatef(0.5, 0, -1, 0)
elif to_rotate=="up":
glRotatef(0.5, 1, 0, 0)
elif to_rotate=="down":
glRotatef(0.5, -1, 0, 0)
elif to_rotate=="t-l":
glRotatef(0.5, 1, 1, 0)
elif to_rotate=="t-r":
glRotatef(0.5, 1, -1, 0)
elif to_rotate=="b-l":
glRotatef(0.5, -1, 1, 0)
elif to_rotate=="b-r":
glRotatef(0.5, -1, -1, 0)
elif to_rotate=="reload":
glLoadIdentity()
glTranslatef(0.0, 0.0, -5)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
我遇到了类似的问题。根本原因是图形硬件相关。我的 pygame 1.9.4+pyOpenGL 3.1.2 用于正确渲染。最近我的 Intel 和 Nvidia 驱动程序+控制应用程序更新了,pygame+pyOpenGL 没有正确渲染。
Bad render
升级到pygame2.0.1+pyOpenGL 3.1.5,问题依旧
我的解决方案是在 Nvidia 控制面板的全局设置中更改选项
- 首选图形处理器:“Auto-select”
至
- 首选图形处理器:“高性能 NVIDIA 处理器”
如下Nvidia控制面板截图所示:
Nvidia Control Panel with Preferred graphics processor set to "Auto-select"
Nvidia Control Panel with Preferred graphics processor set to "High performance NVIDIA processor"
随着图形硬件设置的这一变化,pygame+pyOpenGL 再次正确渲染,产生正确的 3D 表面阴影,如下图所示。
Good render
就我而言,我的笔记本电脑 (Dell Precision 7530) 有一个集成显卡 (Intel UHD 630) 和一个高性能显卡 (Nvidia Quadro P2000)。使用出厂时的原始设置从未遇到过此问题(我的笔记本电脑已使用两年)。显然在一些 driver/control 面板更新后配置发生了变化。
渲染问题还有另一个“脏”修复,我对此进行评论以防在其他情况下可能有用。此修复是关闭双缓冲并手动执行,即:
初始化时发出命令:
pygame.display.set_mode(display, OPENGL) # <--- Note "DOUBLEBUF|" was removed
# [... GL drawing commands ...]
在所有 GL 绘图命令强制执行后结束:
glFlush() # <--- Force the execution of GL commands
pygame.display.flip() # before pygame.display.flip()
# [... rest of the code ...]
当可用的图形硬件无法进行双缓冲时,此解决方案可能很有用。
我刚开始使用 PyOpenGL,当我尝试着色时,它给了我一些奇特的结果
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
(-1, 1, -1),
(1, 1, -1),
(1, -1, -1),
(-1, -1, -1),
(-1, -1, 1),
(-1, 1, 1),
(1, 1, 1),
(1, -1, 1)
)
edges=(
(0,1),
(0,5),
(1,2),
(1,6),
(2,3),
(2,7),
(0,3),
(3,4),
(4,7),
(6,7),
(5,6),
(4,5)
)
surfaces = (
(0,1,2,3),
(0,1,6,5),
(0,3,4,5),
(3,2,7,4),
(1,2,7,6),
(4,5,6,7),
)
colors= (
)
def color_in_face(color, face_index):
for vertex in surfaces[face_index]:
glColor3fv(color)
glVertex3fv(verticies[vertex])
def Cube():
glBegin(GL_QUADS)
color_in_face((1,0,0), 0)
color_in_face((0,1,0), 1)
color_in_face((0,0,1), 2)
color_in_face((1,1,0), 3)
color_in_face((0,1,1), 4)
color_in_face((1,0,1), 5)
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
to_rotate = False
pygame.init()
display = (800,600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glTranslatef(0.0,0.0, -5)
glRotatef(0,0,0,0)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
to_rotate = "left"
elif event.key == pygame.K_RIGHT:
to_rotate = "right"
elif event.key == pygame.K_UP:
to_rotate = "up"
elif event.key == pygame.K_DOWN:
to_rotate = "down"
elif event.key == pygame.K_a:
to_rotate = "t-l"
elif event.key == pygame.K_s:
to_rotate = "t-r"
elif event.key == pygame.K_z:
to_rotate = "b-l"
elif event.key == pygame.K_x:
to_rotate = "b-r"
elif event.key == pygame.K_q:
to_rotate = "stop"
elif event.key == pygame.K_w:
to_rotate = "reload"
if to_rotate!=None:
if to_rotate==False:
glRotatef(0, 0, 0, 0)
elif to_rotate=="left":
glRotatef(0.5, 0, 1, 0)
elif to_rotate=="right":
glRotatef(0.5, 0, -1, 0)
elif to_rotate=="up":
glRotatef(0.5, 1, 0, 0)
elif to_rotate=="down":
glRotatef(0.5, -1, 0, 0)
elif to_rotate=="t-l":
glRotatef(0.5, 1, 1, 0)
elif to_rotate=="t-r":
glRotatef(0.5, 1, -1, 0)
elif to_rotate=="b-l":
glRotatef(0.5, -1, 1, 0)
elif to_rotate=="b-r":
glRotatef(0.5, -1, -1, 0)
elif to_rotate=="stop":
glRotatef(0, 0, 0, 0)
elif to_rotate=="reload":
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glRotatef(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
我正在使用 python 3.7,
我试过使用 python 3.5 但结果是一样的
pygame 版本 1.9.6,
PyOpenGL 版本 3.1.5
我想这个问题可能是由于 Python 版本引起的,但我不确定<
编辑:
添加答案建议后的新代码。
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
(-1, 1, -1),
(1, 1, -1),
(1, -1, -1),
(-1, -1, -1),
(-1, -1, 1),
(-1, 1, 1),
(1, 1, 1),
(1, -1, 1)
)
edges = (
(0, 1),
(0, 5),
(1, 2),
(1, 6),
(2, 3),
(2, 7),
(0, 3),
(3, 4),
(4, 7),
(6, 7),
(5, 6),
(4, 5)
)
surfaces = (
(0, 1, 2, 3),
(0, 1, 6, 5),
(0, 3, 4, 5),
(3, 2, 7, 4),
(1, 2, 7, 6),
(4, 5, 6, 7),
)
colors = (
(1, 0, 0),
(0, 1, 0),
(0, 0, 1),
(0, 0, 0),
(1, 1, 1),
(0, 1, 1),
(1, 0, 0),
(0, 1, 0),
(0, 0, 1),
(0, 0, 0),
(1, 1, 1),
(0, 1, 1)
)
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():
to_rotate = False
pygame.init()
display = (800, 600)
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
glEnable(GL_DEPTH_TEST)
pygame.display.gl_set_attribute(GL_DEPTH_SIZE, 24)
gluPerspective(45, (display[0] / display[1]), 0.1, 70.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
to_rotate = "left"
elif event.key == pygame.K_RIGHT:
to_rotate = "right"
elif event.key == pygame.K_UP:
to_rotate = "up"
elif event.key == pygame.K_DOWN:
to_rotate = "down"
elif event.key == pygame.K_a:
to_rotate = "t-l"
elif event.key == pygame.K_s:
to_rotate = "t-r"
elif event.key == pygame.K_z:
to_rotate = "b-l"
elif event.key == pygame.K_x:
to_rotate = "b-r"
elif event.key == pygame.K_q:
to_rotate = "stop"
elif event.key == pygame.K_w:
to_rotate = "reload"
elif event.key == pygame.K_f:
to_rotate = "f"
elif event.key == pygame.K_v:
to_rotate = "v"
if to_rotate != None:
if to_rotate == False:
glRotatef(0, 0, 0, 0)
elif to_rotate == "left":
glRotatef(0.5, 0, 1, 0)
elif to_rotate == "right":
glRotatef(0.5, 0, -1, 0)
elif to_rotate == "up":
glRotatef(0.5, 1, 0, 0)
elif to_rotate == "down":
glRotatef(0.5, -1, 0, 0)
elif to_rotate == "t-l":
glRotatef(0.5, 1, 1, 0)
elif to_rotate == "t-r":
glRotatef(0.5, 1, -1, 0)
elif to_rotate == "b-l":
glRotatef(0.5, -1, 1, 0)
elif to_rotate == "b-r":
glRotatef(0.5, -1, -1, 0)
elif to_rotate == "stop":
glRotatef(0, 0, 0, 0)
elif to_rotate == "f":
glRotatef(0.5, 0, 0, 1)
elif to_rotate == "v":
glRotatef(0.5, 0, 0, -1)
elif to_rotate == "reload":
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
glRotatef(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glRotatef(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(8)
您错过了启用 Depth Test and if you want to use the Depth Testt, you need to ensure that the default frame buffer has a depth buffer. Set the depth buffer size attribute (GL_DEPTH_SIZE
) with pygame.display.gl_set_attribute
(尝试使用 24 的尺寸,如果这不起作用则切换到 16):
def main():
to_rotate = False
pygame.init()
display = (800,600)
pygame.display.gl_set_attribute(GL_DEPTH_SIZE, 24) # <--- set depth buffer size
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
glEnable(GL_DEPTH_TEST) # <--- enable depth test
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glTranslatef(0.0,0.0, -5)
glRotatef(0,0,0,0)
while True:
# [...]
默认的深度测试函数是GL_LESS
。如果深度测试失败,则丢弃一个片段。因此,如果一个片段被绘制在另一个片段之前被绘制的更靠近相机的位置,新片段将被丢弃。
glRotate
、glTranslate
、gluPerspective
等所有矩阵运算都是指定一个新矩阵,将当前矩阵乘以新矩阵。
如果要重置视图,则必须加载 Identity Matrix before by glLoadIdentity
:
def main():
# [...]
while True:
# [...]
elif to_rotate=="reload":
glLoadIdentity() # <--- load identity matrix
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
旧版 OpenGL 提供不同的电流矩阵(参见 glMatrixMode
)。投影矩阵应设置为当前投影矩阵(GL_PROJECTION
),模型视图矩阵应设置为当前模型视图矩阵(GL_MODELVIEW
):
def main():
# [...]
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(0.0,0.0, -5)
完整示例:
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
(-1, 1, -1),
(1, 1, -1),
(1, -1, -1),
(-1, -1, -1),
(-1, -1, 1),
(-1, 1, 1),
(1, 1, 1),
(1, -1, 1)
)
edges=(
(0,1),
(0,5),
(1,2),
(1,6),
(2,3),
(2,7),
(0,3),
(3,4),
(4,7),
(6,7),
(5,6),
(4,5)
)
surfaces = (
(0,1,2,3),
(0,1,6,5),
(0,3,4,5),
(3,2,7,4),
(1,2,7,6),
(4,5,6,7),
)
colors= ()
def color_in_face(color, face_index):
for vertex in surfaces[face_index]:
glColor3fv(color)
glVertex3fv(verticies[vertex])
def Cube():
glBegin(GL_QUADS)
color_in_face((1,0,0), 0)
color_in_face((0,1,0), 1)
color_in_face((0,0,1), 2)
color_in_face((1,1,0), 3)
color_in_face((0,1,1), 4)
color_in_face((1,0,1), 5)
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
to_rotate = False
pygame.init()
display = (800,600)
pygame.display.gl_set_attribute(GL_DEPTH_SIZE, 24)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, (display[0]/display[1]), 0.1, 70.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(0.0,0.0, -5)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
to_rotate = "left"
elif event.key == pygame.K_RIGHT:
to_rotate = "right"
elif event.key == pygame.K_UP:
to_rotate = "up"
elif event.key == pygame.K_DOWN:
to_rotate = "down"
elif event.key == pygame.K_a:
to_rotate = "t-l"
elif event.key == pygame.K_s:
to_rotate = "t-r"
elif event.key == pygame.K_z:
to_rotate = "b-l"
elif event.key == pygame.K_x:
to_rotate = "b-r"
elif event.key == pygame.K_q:
to_rotate = "stop"
elif event.key == pygame.K_w:
to_rotate = "reload"
if to_rotate=="left":
glRotatef(0.5, 0, 1, 0)
elif to_rotate=="right":
glRotatef(0.5, 0, -1, 0)
elif to_rotate=="up":
glRotatef(0.5, 1, 0, 0)
elif to_rotate=="down":
glRotatef(0.5, -1, 0, 0)
elif to_rotate=="t-l":
glRotatef(0.5, 1, 1, 0)
elif to_rotate=="t-r":
glRotatef(0.5, 1, -1, 0)
elif to_rotate=="b-l":
glRotatef(0.5, -1, 1, 0)
elif to_rotate=="b-r":
glRotatef(0.5, -1, -1, 0)
elif to_rotate=="reload":
glLoadIdentity()
glTranslatef(0.0, 0.0, -5)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
我遇到了类似的问题。根本原因是图形硬件相关。我的 pygame 1.9.4+pyOpenGL 3.1.2 用于正确渲染。最近我的 Intel 和 Nvidia 驱动程序+控制应用程序更新了,pygame+pyOpenGL 没有正确渲染。
Bad render
升级到pygame2.0.1+pyOpenGL 3.1.5,问题依旧
我的解决方案是在 Nvidia 控制面板的全局设置中更改选项
- 首选图形处理器:“Auto-select” 至
- 首选图形处理器:“高性能 NVIDIA 处理器”
如下Nvidia控制面板截图所示:
Nvidia Control Panel with Preferred graphics processor set to "Auto-select"
Nvidia Control Panel with Preferred graphics processor set to "High performance NVIDIA processor"
随着图形硬件设置的这一变化,pygame+pyOpenGL 再次正确渲染,产生正确的 3D 表面阴影,如下图所示。
Good render
就我而言,我的笔记本电脑 (Dell Precision 7530) 有一个集成显卡 (Intel UHD 630) 和一个高性能显卡 (Nvidia Quadro P2000)。使用出厂时的原始设置从未遇到过此问题(我的笔记本电脑已使用两年)。显然在一些 driver/control 面板更新后配置发生了变化。
渲染问题还有另一个“脏”修复,我对此进行评论以防在其他情况下可能有用。此修复是关闭双缓冲并手动执行,即:
初始化时发出命令:
pygame.display.set_mode(display, OPENGL) # <--- Note "DOUBLEBUF|" was removed
# [... GL drawing commands ...]
在所有 GL 绘图命令强制执行后结束:
glFlush() # <--- Force the execution of GL commands
pygame.display.flip() # before pygame.display.flip()
# [... rest of the code ...]
当可用的图形硬件无法进行双缓冲时,此解决方案可能很有用。