我正在使用Pyglet为我的python游戏创建一个主菜单。我想在一个可以作为其容器的盒子顶部绘制文本。每当我渲染文本时,它都会绘制glClearColor设置的内容而不是透明背景。每当我尝试绘制没有背景的图像时,也会发生这种情况。
我目前正在将这两行用于文本框和文本。
self.text_box = pyglet.sprite.Sprite(pyglet.image.load('../Resources/Textures/Menu/text_box.png'),640-150,360-25, batch=self.menuBatch,group=boxGroup)
self.play_text = pyglet.text.Label("Play", font_name="Arial", font_size=32, x=640, y=360, anchor_x='center', anchor_y='center', color=(255,255,255,255), batch=self.menuBatch,group=textGroup)
然后我只需要调用self.menuBatch.draw()。我遇到的问题是:
答案 0 :(得分:1)
要使透明效果起作用,应在OpenGL中启用“混合”。
启用混合:
glEnable(GL_BLEND) # transparency
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) # transparency
这个完整的代码段对我有用:
import pyglet
from pyglet.gl import *
# Pyglet Window stuff ---------------------------------------------------------
batch = pyglet.graphics.Batch() # holds all graphics
config = Config(sample_buffers=1, samples=4,depth_size=16, double_buffer=True, mouse_visible=False)
window = pyglet.window.Window(fullscreen=False, config=config)
glClearColor( 0, 100, 0, 255) # background color
glEnable(GL_LINE_SMOOTH)
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE)
glEnable(GL_BLEND) # transparency
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) # transparency
play_text = pyglet.text.Label("Play", font_name="Arial", font_size=32, x=240, y=140, anchor_x='center', anchor_y='center', color=(255,0,255,255), batch=batch,group=None)
text_box = pyglet.sprite.Sprite(pyglet.image.load('text_box.png'),240-150,160-25, batch=batch,group=None)
@window.event
def draw(dt):
window.clear()
batch.draw()
if __name__ == "__main__":
pyglet.clock.schedule_interval(draw, 1.0/60)
pyglet.app.run()
答案 1 :(得分:0)
在为我的3D程序之一制作GUI之前,我已经做了类似的事情。为了使事情变得简单,我首先在draw()调用之前关闭了GL_DEPTH_TEST,然后在draw()调用之后重新启用了GL_DEPTH_TEST。我相信上一个答案对他们有用的原因是因为他们最初没有启用GL_DEPTH_TEST。我制作了一个按钮类,您也许也可以使用它,所以这里是代码:
class Button:
def __init__(self, btn_img_file, text = "Button", pos = (0, 0), dim = (10, 10), text_color = (255, 255, 255), texture_coords = (0, 0, 1, 0, 1, 1, 0, 1)):
self.x, self.y = pos
self.w, self.h = dim
self.text = text
self.img = btn_img_file
self.tex = get_tex(self.img)
self.coords = texture_coords
self.color = text_color
self.batch = pyglet.graphics.Batch()
def on_click(self, mouse_x, mouse_y, function, *args, **kwargs):
x, y = self.x, self.y
X, Y = x + self.w, y + self.h
if mouse_x > x and mouse_x < X and mouse_y > y and mouse_y < Y:
function(*args, **kwargs)
def draw(self):
x, y = self.x, self.y
X, Y = x + self.w, y + self.h
font_size = (self.w // len(self.text)) - 5
label = pyglet.text.Label(self.text,
font_name = 'Times New Roman',
font_size = font_size,
x = x + (self.w // 2), y = y + (self.h // 2),
anchor_x = 'center', anchor_y = 'center',
color = (*self.color, 255))
self.batch.add(4, GL_QUADS, self.tex, ('v2f', (x, y, X, y, X, Y, x, Y)), ('t2f', self.coords))
self.batch.draw()
label.draw()
这就是绘图代码的样子:
glDisable(GL_DEPTH_TEST)
button.draw()
glEnable(GL_DEPTH_TEST)
不客气:
〜Rick Bowen