将pygame 2d水波纹转换为pyOpenGL

问题描述

我有一个2d的pygame水模拟游戏,我遵循了教程进行制作。我还找到了解决该问题的答案,以解决本教程中的问题:Pygame water physics not working as intended

此后,我一直在尝试将此程序转换为使用pyopengl渲染事物。但是,我一直在努力: 答:画水多边形 B:用平铺的纹理对水多边形进行纹理

这是我(相当差劲)试图将这段代码转换为pyopengl的尝试。

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 = (854,480)
 
screen = pygame.display.set_mode(WINDOW_SIZE,32,DOUBLEBUF|OPENGL) # initiate the window

clock = pygame.time.Clock()


def draw_polygon(polygon_points):
    glBegin(GL_POLYGON);
    for i in polygon_points:
        glVertex3fv(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]  # you were updating velocity here!
                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()
        polygon_points = []
        polygon_points.append((self.x_start,self.y_start,0))
        for spring in range(len(self.springs)):
            polygon_points.append((self.springs[spring].x_pos,self.springs[spring].y_pos,0))
        polygon_points.append((self.springs[len(self.springs) - 1].x_pos,0))

        draw_polygon(polygon_points)
        
        return water_surface

class water_object:
    def __init__(self,segment_length,x_pos,y_pos):
        self.water = water_tile(x_start,segment_length)
        self.image = self.water.draw()
        self.rect = self.image.get_rect()
        self.rect.x = x_pos
        self.rect.y = y_pos

    def update(self):
        self.water.update(0.1)
        self.image = self.water.draw()
        
water_list = [water_object(0,276+16,64,16,20)]

while True:
    screen.fill((0,0))
    for water in water_list:
        gluPerspective(45,(WINDOW_SIZE[0]/WINDOW_SIZE[1]),0.1,50.0)
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
        water.update()
        #screen.blit(water.image,(water.rect.x,water.rect.y))
        #water_test.x_start = water_test.x_start + 1
        
        #if random.randint(0,8) == 1:
            #water_test.splash(random.randint(0,len(water_test.springs) - 1),2)
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
            if event.type == MOUSEBUTTONDOWN:
                print (len(water.water.springs))
                water.water.splash(random.randint(0,len(water.water.springs) - 1),50)

    pygame.display.update()

    clock.tick(60)

但是,尽管我做了尝试,但我什么都没显示在屏幕上。如何解决这个问题/如何获得我一直在努力的两件事?

解决方法

您无法将OpenGL primitive绘制到pygame.Surface。无论如何,没有必要这样做。 为了获得最佳性能,请直接绘制到默认的帧缓冲区(窗口)。

由于要画线,因此必须使用Line primitive类型。 GL_POLYGON将绘制一个场凸多边形。使用原始类型GL_LINE_STRIP

def draw_polygon(polygon_points):
    glBegin(GL_LINE_STRIP)
    for pt in polygon_points:
        glVertex2f(*pt)
    glEnd()

在绘制线条之前,请按glColor设置当前颜色:

glColor3f(0,1)
draw_polygon(polygon_points)

谎言的顶点坐标在窗口空间中指定。因此,您必须设置Orthographic projection而不是Perspective projection。通过[{glMatrixMode]指定当前矩阵,并通过glOrtho设置投影矩阵。由于矩阵运算不会设置矩阵,而是将当前矩阵乘以指定矩阵,因此我建议在(glLoadIdentity)之前加载单位矩阵:

glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0,WINDOW_SIZE[0],WINDOW_SIZE[1],-1,1)

glMatrixMode(GL_MODELVIEW)
glLoadIdentity()

在绘制线条之前,必须先通过glClear清除帧缓冲区。透明颜色可以通过glClearColor定义:

glClearColor(1,1,1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

完整示例:

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 = (854,480)
 
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_LINE_STRIP)
    for pt in polygon_points:
        glVertex2f(*pt)
    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(0,1)

glMatrixMode(GL_MODELVIEW)
glLoadIdentity()

glClearColor(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)

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