尝试为3D对象着色时Python OpenGL无法正常工作

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

Output

我想这个问题可能是由于Python版本引起的,但我不确定


修改

添加答案中的建议后的新代码

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。

Bad render

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。

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。


glRotateglTranslategluPerspective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()