问题描述
我开始使用PyOpenGL,当我尝试着色时,它给了我一些奇特的效果
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.glu import *
verticies = (
(-1,1,-1),(1,-1,(-1,1),1)
)
edges=(
(0,(0,5),2),6),(2,3),7),(3,4),(4,(6,(5,5)
)
surfaces = (
(0,2,6,3,4,7,5,)
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)
color_in_face((0,1)
color_in_face((0,2)
color_in_face((1,3)
color_in_face((0,4)
color_in_face((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)
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)
elif to_rotate=="left":
glrotatef(0.5,0)
elif to_rotate=="right":
glrotatef(0.5,0)
elif to_rotate=="up":
glrotatef(0.5,0)
elif to_rotate=="down":
glrotatef(0.5,0)
elif to_rotate=="t-l":
glrotatef(0.5,0)
elif to_rotate=="t-r":
glrotatef(0.5,0)
elif to_rotate=="b-l":
glrotatef(0.5,0)
elif to_rotate=="b-r":
glrotatef(0.5,0)
elif to_rotate=="stop":
glrotatef(0,0)
elif to_rotate=="reload":
pygame.display.set_mode(display,DOUBLEBUF | OPENGL)
gluPerspective(45,(display[0] / display[1]),50.0)
glTranslatef(0.0,-5)
glrotatef(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)
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,
我尝试使用python 3.5,但是结果是一样的
pygame 1.9.6版,
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
修改:
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.glu import *
verticies = (
(-1,1)
)
edges = (
(0,)
colors = (
(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,DOUBLEBUF | OPENGL)
glEnable(GL_DEPTH_TEST)
pygame.display.gl_set_attribute(GL_DEPTH_SIZE,24)
gluPerspective(45,0)
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)
elif to_rotate == "left":
glrotatef(0.5,0)
elif to_rotate == "right":
glrotatef(0.5,0)
elif to_rotate == "up":
glrotatef(0.5,0)
elif to_rotate == "down":
glrotatef(0.5,0)
elif to_rotate == "t-l":
glrotatef(0.5,0)
elif to_rotate == "t-r":
glrotatef(0.5,0)
elif to_rotate == "b-l":
glrotatef(0.5,0)
elif to_rotate == "b-r":
glrotatef(0.5,0)
elif to_rotate == "stop":
glrotatef(0,0)
elif to_rotate == "f":
glrotatef(0.5,1)
elif to_rotate == "v":
glrotatef(0.5,-1)
elif to_rotate == "reload":
pygame.display.set_mode(display,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)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(8)
解决方法
我遇到了类似的问题。根本原因与图形硬件有关。我的 pygame 1.9.4+pyOpenGL 3.1.2 用于正确渲染。最近更新了我的 Intel 和 Nvidia 驱动程序+控制应用程序,并且 pygame+pyOpenGL 无法正确呈现。
我升级到 pygame 2.0.1+pyOpenGL 3.1.5,但问题依旧。
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:“自动选择”
- 首选图形处理器:“高性能 NVIDIA 处理器”
如下面的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,产生了 3D 表面的正确阴影,如下图所示。
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)。使用工厂的原始设置从未遇到过这个问题(我的笔记本电脑已经两年了)。显然,在某些驱动程序/控制面板更新后,配置发生了变化。
渲染问题还有另一个“脏”修复,我评论一下,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:
在初始化时发出命令:
pygame.display.set_mode(display,OPENGL) # <--- Note "DOUBLEBUF|" was removed
# [... GL drawing commands ...]
在所有 GL 绘图命令强制执行之后:
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。
,您错过了启用Depth Test的权限,并且如果要使用Depth Test t,则需要确保默认帧缓冲区具有深度缓冲区。用pygame.display.gl_set_attribute
设置深度缓冲区大小属性(GL_DEPTH_SIZE
)(尝试将大小设置为24,如果不起作用,则切换为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)
while True:
# [...]
默认的深度测试功能为GL_LESS
。如果深度测试失败,则将丢弃一个片段。因此,如果在先前绘制的另一个更靠近相机的片段的位置绘制片段,则新片段将被丢弃。
glRotate
,glTranslate
,gluPerspective
等所有矩阵运算都指定一个新矩阵,并将当前矩阵乘以新矩阵。
如果您想重置视图,则必须在Identity Matrix之前加载glLoadIdentity
:
def main():
# [...]
while True:
# [...]
elif to_rotate=="reload":
glLoadIdentity() # <--- load identity matrix
gluPerspective(45,(display[0] / display[1]),50.0)
glTranslatef(0.0,-5)
旧版OpenGL提供了不同的当前矩阵(请参见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(45,70.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(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)
)
edges=(
(0,(0,5),2),6),(2,3),7),(3,4),(4,(6,(5,5)
)
surfaces = (
(0,2,6,3,4,7,5,)
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)
color_in_face((0,1)
color_in_face((0,2)
color_in_face((1,3)
color_in_face((0,4)
color_in_face((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,-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)
elif to_rotate=="right":
glRotatef(0.5,0)
elif to_rotate=="up":
glRotatef(0.5,0)
elif to_rotate=="down":
glRotatef(0.5,0)
elif to_rotate=="t-l":
glRotatef(0.5,0)
elif to_rotate=="t-r":
glRotatef(0.5,0)
elif to_rotate=="b-l":
glRotatef(0.5,0)
elif to_rotate=="b-r":
glRotatef(0.5,0)
elif to_rotate=="reload":
glLoadIdentity()
glTranslatef(0.0,-5)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()