可以在vispy gloo中绘制多个对象吗?

时间:2015-07-01 12:42:05

标签: opengl vispy

我一直试图同时渲染两个物体,但我找不到正确的方法。

我正在进行的方法是创建两个不同的位置矢量矩阵“V1”和“V2”,以便能够在定时器回调中独立移动它们。

这可能吗?,我在很多方面尝试过,但没有一个工作过......

#!/usr/bin/env python

import numpy as np
from os import path as op


from vispy import gloo, app, scene
from vispy.gloo import Program, VertexBuffer, IndexBuffer
from vispy.util.transforms import perspective, translate, rotate


vertex = """
uniform mat4 model1;
uniform mat4 model2;
uniform mat4 view;
uniform mat4 projection;
uniform sampler2D texture;

attribute vec3 position1;
attribute vec3 position2;
attribute vec2 texcoord;

varying vec2 v_texcoord;
void main()
{
    vec4 mp1 = model1 * vec4(position1,1.0);
    vec4 mp2 = model2 * vec4(position2,1.0);
    vec4 mp = mp1+mp2;
    gl_Position = projection * view * mp;
    v_texcoord = texcoord;
}
"""

fragment = """
void main()
{

}
"""

class Canvas(app.Canvas):
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive')

        V = np.zeros(4, [("position1", np.float32, 3),
                 ("texcoord",   np.float32, 2)])
        V2 = np.zeros(4, [("position2", np.float32, 3),
                 ("texcoord",   np.float32, 2)])

        V["position1"] = [[ 1, 1, 0], [-1, 1, 0], [-1,-1, 0], [ 1,-1, 0]]
        V2["position2"] = [[ 1, 1, 1], [-1, 1, 1], [-1,-1, 1], [ 1,-1, 1]]
        V["texcoord"] = [[0,0], [0,1], [1,1], [1,0]]
        V2["texcoord"] = [[0,0], [0,1], [1,1], [1,0]]
        I = [0, 1, 2, 0, 2, 3]

        vertices = VertexBuffer(V)
        self.indices = IndexBuffer(I)

        vertices2 = VertexBuffer(V2)
        self.indices2 = IndexBuffer(I)

        # Build program1
        self.program1 = Program(vertex, fragment)
        self.program1.bind(vertices)
        self.program1.bind(vertices2)
        # Build program1

        # Build view, model, projection & normal
        #view = np.eye(4, dtype=np.float32)
        view = translate((0, 0, -5)).dot(rotate(-45, (1, 0, 0)))
        model2 = np.eye(4, dtype=np.float32)
        self.x,self.y, self.z = 0,5,0
        model1 = translate((self.x, self.y, self.z))

        self.program1['model1'] = model1
        self.program1['view'] = view

        gloo.set_viewport(0, 0, self.physical_size[0], self.physical_size[1])
        self.projection = perspective(45.0, self.physical_size[0] /
                                            float(self.physical_size[1]), 2.0, 30.0)

        self.program1['projection'] = self.projection

        # OpenGL initalization
        gloo.set_state(clear_color=(1, 1, 1, 1.), depth_test=True)

        self.show()

    def on_draw(self, event):
        gloo.clear(color=True, depth=True)
        self.program1.draw('triangles', self.indices)
        #self.program2.draw('triangles', self.indices2)


if __name__ == '__main__':

    canvas = Canvas()
    app.run()

1 个答案:

答案 0 :(得分:1)

我明白了,无论如何我不知道这是不是最好的方法。这是代码,如果它可以帮助任何人:

#!/usr/bin/env python

import numpy as np

from vispy import gloo, app, scene
from vispy.gloo import Program, VertexBuffer, IndexBuffer
from vispy.util.transforms import perspective, translate, rotate


vertex = """
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

attribute vec3 position;
void main()
{
    gl_Position = projection * view * model * vec4(position,1.0);
}
"""

fragment = """
void main()
{
    //gl_FragColor = vec4 (0.0, 0.5, 0.0, 0.1);
}
"""

class Canvas(app.Canvas):
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive')

        V = np.zeros(4, [("position", np.float32, 3)])

        V["position"] = [[ 1, 1, 0], [-1, 1, 0], [-1,-1, 0], [ 1,-1, 0]]
        I = [0, 1, 2, 0, 2, 3]

        vertices = VertexBuffer(V)
        self.indices = IndexBuffer(I)

        # Build program1
        self.program1 = Program(vertex, fragment)
        self.program2 = Program(vertex, fragment)
        self.program1.bind(vertices)
        self.program2.bind(vertices)

        # Build view, model, projection & normal
        view = translate((0, 0, -5)).dot(rotate(-45, (1, 0, 0)))
        self.model1 = translate((0, 5, 0))
        self.model2 = self.model1.dot(translate((0, 0, 1)))

        self.program1['model'] = self.model1
        self.program2['model'] = self.model2
        self.program1['view'] = view
        self.program2['view'] = view

        gloo.set_viewport(0, 0, self.physical_size[0], self.physical_size[1])
        self.projection = perspective(45.0, self.physical_size[0] /
                                            float(self.physical_size[1]), 2.0, 30.0)

        self.program1['projection'] = self.projection
        self.program2['projection'] = self.projection

        # OpenGL initalization
        gloo.set_state(clear_color=(1, 1, 1, 1.), depth_test=True)

        self._timer = app.Timer('auto', connect=self.on_timer, start=True)
        self.show()

    def on_draw(self, event):
        gloo.clear(color=True, depth=True)
        self.program1.draw('triangles', self.indices)
        self.program2.draw('triangles', self.indices)

    def on_timer(self, event):
        self.model1 = self.model1.dot(rotate(1, (0, 1, 0)))
        self.model2 = self.model2.dot(rotate(-1, (0, 1, 0)))

        self.program1['model'] = self.model1
        self.program2['model'] = self.model2

        self.update()

if __name__ == '__main__':

    canvas = Canvas()
    app.run()