我正在尝试用opengl绘制conway的生活游戏。它在常规pygame中工作正常,但是我已经读过glTexImage2D是快速绘制数组中已有内容的方法。我已经检查了the examples and docs provided,但不仅有很多示例链接失效,而且它们是为python 2编写的,因此即使不翻译它们,我什至无法运行它们。我已经注意到,与大多数现代GUI软件包不同,opengl不会真正返回任何内容,因此我认为我没有正确地应用纹理。 (例如,在pygame中,您将生成表面,然后应用返回的表面)。 conways代码的工作原理是:获取有效值和无效值以及dtype,然后仅根据构造函数参数进行所有必要的检查,这意味着我可以在眨眼之间将其从ubyte更改为float。问题很棒。
目前,这只是一个黑屏。删除pygame.display.flip()时,它只会保持白色,因此理论上会在某处绘制某些内容以将其更改为黑色。我感觉问题出在glbindtexture方法周围,但是老实说,我不知道解决方案是什么。
我将放置conways代码,以防万一有人想要运行它。在pygame模式下,我通过scale变量缩放图像,但是对于opengl,我只希望它首先运行,因此conways数组的大小现在是窗口大小,因此是400。这意味着要花一点时间,但是一旦窗口标题更新,就表示更新已完成。
opengl抽屉:
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
from random import random,seed
import numpy as np
from conways3 import Conways
from time import time
size = 400;
scale = 1;
conways = Conways(size,dead=0.0,alive=1.0,dtype=np.ubyte)
pygame.init()
flags = OPENGL|HWSURFACE|DOUBLEBUF
display = pygame.display.set_mode((size*scale, size*scale),flags)
########OPTIMIZATIONS##########
pygame.event.set_allowed([pygame.QUIT]);
###############################
running = True
clock = pygame.time.Clock()
t1 = t2 = t3 = 0
glEnable(GL_TEXTURE_2D)
try:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
clock.tick()
t1 = time()
Z = conways.update()
t2 = time()
tid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, tid)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE, size,size,0,GL_LUMINANCE, GL_UNSIGNED_BYTE, Z)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
## surf = pygame.surfarray.make_surface(Z)
## display.blit(pygame.transform.scale(surf,(size*scale, size*scale)), (0, 0))
## pygame.display.update()
pygame.display.flip()
t3 = time()
pygame.time.wait(10)
pygame.display.set_caption("fps: {:.4f} calc: {:.4f} draw: {:.4f} tot: {:.4f}".format(clock.get_fps(), t2-t1, t3-t2,t3-t1))
## print(t2-t1)
except Exception as e:
print('-'*20)
print(e)
pygame.quit()
通道:
from random import random, seed
import numpy as np
from time import time
class Conways:
def __init__(self,size,dead=False,alive=True,dtype = np.bool8):
seed(1)
self.using1 = True;
self.size = size;
self.dead = dead;
self.alive = alive;
self.dtype = dtype;
self.arr1 = np.zeros((self.size,self.size),dtype=self.dtype);
self.arr2 = np.zeros((self.size,self.size),dtype=self.dtype);
for i in range(self.size):
for j in range(self.size):
self.arr1[i][j] = self.alive*(random() < 0.5);
def calcNeighbors(self,arr, i, j):
count = -1*arr[i][j];
for x in range(-1, 2):
for y in range(-1, 2):
count += (arr[(x+i)%self.size][(y+j)%self.size] == self.alive);
return count;
def calcEffi(self,arr, i, j):
count = 0
maxi = self.size - 1
if i > 0:
count += arr[i - 1][j] == self.alive
if i < maxi:
count += arr[i + 1][j] == self.alive
if j > 0:
count += arr[i][j - 1] == self.alive
if i > 0:
count += arr[i - 1][j - 1] == self.alive
if i < maxi:
count += arr[i + 1][j - 1] == self.alive
if j < maxi:
count += arr[i][j + 1] == self.alive
if i > 0:
count += arr[i - 1][j + 1] == self.alive
if i < maxi:
count += arr[i + 1][j + 1] == self.alive
return count;
def calc(self,arr1, arr2):
for i in range(self.size):
for j in range(self.size):
neighbors = self.calcEffi(arr1, i, j);
if neighbors < 2 or neighbors > 3:
arr2[i][j] = self.dead;
elif neighbors == 3:
arr2[i][j] = self.alive;
else:
arr2[i][j] = arr1[i][j];
def update(self):
if self.using1:
self.calc(self.arr1,self.arr2);
else:
self.calc(self.arr2,self.arr1);
self.using1 = not self.using1;
return self.arr2 if self.using1 else self.arr1;
答案 0 :(得分:1)
由于数组值在[0,1]范围内,因此您必须分别使用float32
GL_FLOAT
:
conways = Conways(size,dead=0.0,alive=1.0,dtype=np.float32)
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, size, size, 0, GL_LUMINANCE, GL_FLOAT, Z)
但是主要的问题是您什么都不画。您必须在整个视口上绘制一个四边形,并在其上包裹纹理:
glBindTexture(GL_TEXTURE_2D, tid)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, size,size, 0, GL_LUMINANCE, GL_FLOAT, Z)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glBegin(GL_TRIANGLE_FAN)
glTexCoord2f(0, 1)
glVertex2f(-1, -1)
glTexCoord2f(1, 1)
glVertex2f(1, -1)
glTexCoord2f(1, 0)
glVertex2f(1, 1)
glTexCoord2f(0, 0)
glVertex2f(-1, 1)
glEnd()
或使用glEnableClientState
,glVertexPointer
,glTexCoordPointer
和glDrawArrays
绘制到视口上:
vertices = np.array([-1, -1, 1, -1, 1, 1, -1, 1], dtype=np.float32)
tex_coords = np.array([0, 1, 1, 1, 1, 0, 0, 0], dtype=np.float32)
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(2, GL_FLOAT, 0, vertices)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glTexCoordPointer(2, GL_FLOAT, 0, tex_coords)
glDrawArrays(GL_TRIANGLE_FAN, 0, 4)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
但是请注意,数十年来,不赞成使用glBegin
/ glEnd
序列进行绘制,也不推荐使用OpenGL固定功能管线的客户端功能。
阅读有关Fixed Function Pipeline的信息,并参阅Vertex Specification和Shader了解最新的渲染方式。