问题描述
因此,在这个站点的帮助下,我最近在pygame / pyopengl中进行了二维水模拟。我现在要继续使用我制作的水纹理对水模拟进行纹理化。但是,当我尝试执行此操作时,无论我做什么,纹理似乎都无法正确显示。它是有,但它们全部伸延且无序。我希望纹理平铺并且不被破坏,如何获得呢?
这是我的代码:
import pygame
import random
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.glu import *
def loadTexture():
textureSurface = pygame.image.load('test_image.png')
textureData = pygame.image.tostring(textureSurface,"RGBA",1)
width = textureSurface.get_width()
height = textureSurface.get_height()
glEnable(GL_TEXTURE_2D)
texid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D,texid)
glTexImage2D(GL_TEXTURE_2D,GL_RGB,width,height,GL_RGBA,GL_UNSIGNED_BYTE,textureData)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
return texid
def draw_water(polygon_points):
glBegin(GL_polyGON)
for i in polygon_points:
glTexCoord2f(*i)
glVertex2f(*i)
glEnd()
class surface_water_particle():
def __init__(self,x,y):
self.x_pos = x
self.y_pos = y
self.target_y = y
self.veLocity = 0
self.k = 0.04
self.d = 0.08
self.time = 1
def update(self):
x = self.y_pos - self.target_y
a = -(self.k * x + self.d * self.veLocity)
if self.y_pos > self.target_y:
self.y_pos -= 0.1
if self.y_pos < self.target_y:
self.y_pos += 0.1
self.veLocity = round(self.veLocity)
self.y_pos += self.veLocity
self.veLocity += a
self.time += 1
class water_tile():
def __init__(self,x_start,x_end,y_start,y_end,segment_length):
self.springs = []
self.x_start = x_start
self.y_start = y_start
self.x_end = x_end
self.y_end = y_end - 10
for i in range(abs(x_end - x_start) // segment_length):
self.springs.append(surface_water_particle(i * segment_length + x_start,y_end))
def update(self,spread):
passes = 4 # more passes = more splash spreading
for i in range(len(self.springs)):
self.springs[i].update()
leftDeltas = [0] * len(self.springs)
rightDeltas = [0] * len(self.springs)
for p in range(passes):
for i in range(0,len(self.springs)):
if i > 0:
leftDeltas[i] = spread * (self.springs[i].y_pos - self.springs[i - 1].y_pos)
self.springs[i - 1].veLocity += leftDeltas[i]
if i < len(self.springs):
rightDeltas[i] = spread * (self.springs[i].y_pos - self.springs[(i + 1)%len(self.springs)].y_pos)
self.springs[(i + 1)%len(self.springs)].veLocity += rightDeltas[i]
for i in range(0,len(self.springs)):
if round (leftDeltas[i],12) == 0 or round (rightDeltas[i],12) == 0:
self.springs[i - 1].y_pos = self.y_end+10
if i > 0:
self.springs[i - 1].y_pos += leftDeltas[i]
if i < len(self.springs):
self.springs[(i + 1)%len(self.springs)].y_pos += rightDeltas[i]
def splash(self,index,speed):
if index >= 0 and index < len(self.springs):
self.springs[index].veLocity = speed
def draw(self):
water_surface = pygame.Surface((abs(self.x_end-self.x_start),abs(self.y_start - self.y_end)),depth=8).convert_alpha()
water_surface.fill((0,100))
water_surface.set_colorkey((0,0))
polygon_points = []
polygon_points.append((self.x_start,360-self.y_start))
for spring in range(len(self.springs)):
polygon_points.append((self.springs[spring].x_pos,360-self.springs[spring].y_pos))
polygon_points.append((self.springs[len(self.springs) - 1].x_pos,360-self.y_start))
return polygon_points
class water_object:
def __init__(self,segment_length,x_pos,y_pos):
self.water = water_tile(x_start,segment_length)
def update(self):
self.water.update(0.1)
self.polypoints = self.water.draw()
water_list = [water_object(0,276+16,64,16,20)]
def main():
pygame.init()
display = (640,360)
pygame.display.set_mode(display,DOUBLEBUF|OPENGL)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0,display[0],display[1],-1,1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
loadTexture()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == MOUSEBUTTONDOWN:
print (len(water.water.springs))
water.water.splash(random.randint(0,len(water.water.springs) - 1),50)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
for water in water_list:
water.update()
draw_water(water.polypoints)
pygame.display.flip()
pygame.time.wait(10)
if __name__ == "__main__":
main()
黄色是我的质感
解决方法
如果要用彩色填充水线下方的区域,则建议生成GL_TRIANGLE_STRIP
primitive:
def draw_polygon(polygon_points):
glBegin(GL_TRIANGLE_STRIP)
for pt in polygon_points:
glVertex2f(*pt)
glVertex2f(pt[0],WINDOW_SIZE[1])
glEnd()
查看示例:
import pygame,random
import math as m
from pygame import *
from OpenGL import *
from OpenGL.GLU import *
from OpenGL.GL import *
pygame.init()
WINDOW_SIZE = (640,480)
screen = pygame.display.set_mode(WINDOW_SIZE,flags=DOUBLEBUF|OPENGL,depth=32,display=0) # initiate the window
clock = pygame.time.Clock()
def draw_polygon(polygon_points):
glBegin(GL_TRIANGLE_STRIP)
for pt in polygon_points:
glVertex2f(*pt)
glVertex2f(pt[0],WINDOW_SIZE[1])
glEnd()
class surface_water_particle():
def __init__(self,x,y):
self.x_pos = x
self.y_pos = y
self.target_y = y
self.velocity = 0
self.k = 0.04
self.d = 0.08
self.time = 1
def update(self):
x = self.y_pos - self.target_y
a = -(self.k * x + self.d * self.velocity)
if self.y_pos > self.target_y:
self.y_pos -= 0.1
if self.y_pos < self.target_y:
self.y_pos += 0.1
self.velocity = round(self.velocity)
self.y_pos += self.velocity
self.velocity += a
self.time += 1
class water():
def __init__(self,x_start,x_end,y_start,y_end,segment_length):
self.springs = []
self.x_start = x_start
self.y_start = y_start
self.x_end = x_end
self.y_end = y_end - 10
for i in range(abs(x_end - x_start) // segment_length):
self.springs.append(surface_water_particle(i * segment_length + x_start,y_end))
def update(self,spread):
passes = 4 # more passes = more splash spreading
for i in range(len(self.springs)):
self.springs[i].update()
leftDeltas = [0] * len(self.springs)
rightDeltas = [0] * len(self.springs)
for p in range(passes):
for i in range(0,len(self.springs) -1 ):
if i > 0:
leftDeltas[i] = spread * (self.springs[i].y_pos - self.springs[i - 1].y_pos)
self.springs[i - 1].velocity += leftDeltas[i]
if i < len(self.springs) - 1:
rightDeltas[i] = spread * (self.springs[i].y_pos - self.springs[i + 1].y_pos)
self.springs[i + 1].velocity += rightDeltas[i]
for i in range(0,len(self.springs) -1):
if i > 0:
self.springs[i - 1].y_pos += leftDeltas[i] # you were updating velocity here!
if i < len(self.springs) - 1:
self.springs[i + 1].y_pos += rightDeltas[i]
def splash(self,index,speed):
if index > 0 and index < len(self.springs) :
self.springs[index].velocity = speed
def draw(self):
water_surface = pygame.Surface((abs(self.x_start - self.x_end),abs(self.y_start - self.y_end))).convert_alpha()
water_surface.fill((0,0))
water_surface.set_colorkey((0,0))
polygon_points = []
polygon_points.append((self.x_start,self.y_start))
for spring in range(len(self.springs)):
polygon_points.append((self.springs[spring].x_pos,self.springs[spring].y_pos))
polygon_points.append((self.springs[len(self.springs) - 1].x_pos,self.y_start))
glColor3f(0,1)
draw_polygon(polygon_points)
water_test = water(0,800,200,3)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0,WINDOW_SIZE[0],WINDOW_SIZE[1],-1,1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glClearColor(1,1,1)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
if event.type == MOUSEBUTTONDOWN:
water_test.splash(50,100)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
water_test.update(0.025)
water_test.draw()
pygame.display.flip()
clock.tick(60)