Pyopengl镶嵌多边形

时间:2016-07-28 15:15:03

标签: python pyopengl

我有以下形式的多边形:

[(1,2),(2,4),(3,4),(5,6)]

我需要镶嵌来绘制它们,但是臀部太复杂了。 Opengl无法处理凸多边形。

我想我需要这样的东西:

http://www.math.uiuc.edu/~gfrancis/illimath/windows/aszgard_mini/pylibs/OpenGLContext/scenegraph/polygontessellator.py

但我不明白如何使用它。有人能给我一个明确的例子吗?

它必须使用pyopengl,因为它必须与另一个项目集成(pygame等赢得了工作)

或者,有没有办法从行数组中添加trimesh?

1 个答案:

答案 0 :(得分:1)

我实际上正在研究在python中渲染矢量图形的事情!将这个示例代码放在一起时,我发现this resource对于理解gluTesselator非常有用(尽管该链接不使用python)。下面是一个示例代码,它呈现一个带有两个孔的凹多边形(没有GLU的原始OpenGL的另一个潜在限制),它没有我通常使用的任何自定义类,并且为了简单起见使用(慢速和可怕)立即模式。三角函数包含用于创建gluTesselator的相关代码。

from OpenGL.GLU import *
from OpenGL.GL import *
from pygame.locals import *
import pygame
import sys

def triangulate(polygon, holes=[]):
    """
    Returns a list of triangles.
    Uses the GLU Tesselator functions!
    """
    vertices = []
    def edgeFlagCallback(param1, param2): pass
    def beginCallback(param=None):
        vertices = []
    def vertexCallback(vertex, otherData=None):
        vertices.append(vertex[:2])
    def combineCallback(vertex, neighbors, neighborWeights, out=None):
        out = vertex
        return out
    def endCallback(data=None): pass

    tess = gluNewTess()
    gluTessProperty(tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD)
    gluTessCallback(tess, GLU_TESS_EDGE_FLAG_DATA, edgeFlagCallback)#forces triangulation of polygons (i.e. GL_TRIANGLES) rather than returning triangle fans or strips
    gluTessCallback(tess, GLU_TESS_BEGIN, beginCallback)
    gluTessCallback(tess, GLU_TESS_VERTEX, vertexCallback)
    gluTessCallback(tess, GLU_TESS_COMBINE, combineCallback)
    gluTessCallback(tess, GLU_TESS_END, endCallback)
    gluTessBeginPolygon(tess, 0)

    #first handle the main polygon
    gluTessBeginContour(tess)
    for point in polygon:
        point3d = (point[0], point[1], 0)
        gluTessVertex(tess, point3d, point3d)
    gluTessEndContour(tess)

    #then handle each of the holes, if applicable
    if holes != []:
        for hole in holes:
            gluTessBeginContour(tess)
            for point in hole:
                point3d = (point[0], point[1], 0)
                gluTessVertex(tess, point3d, point3d)
            gluTessEndContour(tess)

    gluTessEndPolygon(tess)
    gluDeleteTess(tess)
    return vertices

if __name__ == "__main__":
    width, height = 550, 400
    pygame.init()
    pygame.display.set_mode((width, height), DOUBLEBUF|OPENGL)
    pygame.display.set_caption("Tesselation Demo")
    clock = pygame.time.Clock()
    glClear(GL_COLOR_BUFFER_BIT)
    glClear(GL_DEPTH_BUFFER_BIT)
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    glOrtho(0, width, height, 0, -1, 1)#flipped so top-left = (0, 0)!
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()

    #define the polygon and some holes
    polygon = [(0, 0), (550, 0), (550, 400), (275, 200), (0, 400)]
    hole1 = [(10, 10), (10, 100), (100, 100), (100, 10)]
    hole2 = [(300, 50), (350, 100), (400, 50), (350, 200)]
    holes = [hole1, hole2]
    vertices = triangulate(polygon, holes=holes)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

        glColor(1, 0, 0)
        glBegin(GL_TRIANGLES)
        for vertex in vertices:
            glVertex(*vertex)
        glEnd()

        pygame.display.flip()
        clock.tick_busy_loop(60)

上面代码的输出应如下所示: enter image description here

另外,作为旁注,您可以将pygame与pyopengl一起使用,如上面的代码示例所示。但是,我个人更喜欢使用pysdl2来为我的应用程序提供窗口,而不是pygame,它基于较旧的sdl 1.2并且似乎被放弃了。我只在上面的示例中使用了pygame,因为它在演示中更简洁。