如何使用Python和PyGame在OpenGL上显示形状

时间:2019-01-08 01:10:14

标签: python python-3.x opengl pygame pyopengl

我正在尝试使用python,pygame和OpenGL制作游戏,我想在屏幕中央制作一个十字准线,以便当他们环顾四周时,他们可以看到要点击的内容。我做到了,所以它隐藏了他们的光标并将其移动到窗口的中心,但是我不知道如何在pygame中的opengl上制作形状。我是pygame和opengl的初学者。这可能真的很容易,但我所看到的却找不到答案。
请先帮助您,然后先谢谢您。

如果您想确保自己的工作在我的情况下能够正常工作,请点击这里。

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

block = [
    [0,1,0],
    [1,0,0],
    [1,0,1],
    [0,0,1],
    [1,1,0],
    [0,1,1]
]


def Cube(x,y,z):
    glBegin(GL_TRIANGLES)
    glColor3f(block[0][0], block[0][1], block[0][2])  # N
    glVertex3f(x + .5, y + 1, z + .5)
    glVertex3f(x - .5, y + 1, z + .5)
    glVertex3f(x - .5, y,     z + .5)
    glVertex3f(x - .5, y,     z + .5)
    glVertex3f(x + .5, y,     z + .5)
    glVertex3f(x + .5, y + 1, z + .5)
    glColor3f(block[1][0], block[1][1], block[1][2])  # S
    glVertex3f(x - .5, y + 1, z - .5)
    glVertex3f(x + .5, y + 1, z - .5)
    glVertex3f(x + .5, y,     z - .5)
    glVertex3f(x + .5, y,     z - .5)
    glVertex3f(x - .5, y,     z - .5)
    glVertex3f(x - .5, y + 1, z - .5)
    glColor3f(block[2][0], block[2][1], block[2][2])  # W
    glVertex3f(x + .5, y + 1, z - .5)
    glVertex3f(x + .5, y + 1, z + .5)
    glVertex3f(x + .5, y,     z + .5)
    glVertex3f(x + .5, y,     z + .5)
    glVertex3f(x + .5, y,     z - .5)
    glVertex3f(x + .5, y + 1, z - .5)
    glColor3f(block[3][0], block[3][1], block[3][2])  # E
    glVertex3f(x - .5, y + 1, z + .5)
    glVertex3f(x - .5, y + 1, z - .5)
    glVertex3f(x - .5, y,     z - .5)
    glVertex3f(x - .5, y,     z - .5)
    glVertex3f(x - .5, y,     z + .5)
    glVertex3f(x - .5, y + 1, z + .5)
    glColor3f(block[4][0], block[4][1], block[4][2])  # U
    glVertex3f(x + .5, y + 1, z - .5)
    glVertex3f(x - .5, y + 1, z - .5)
    glVertex3f(x - .5, y + 1, z + .5)
    glVertex3f(x - .5, y + 1, z + .5)
    glVertex3f(x + .5, y + 1, z + .5)
    glVertex3f(x + .5, y + 1, z - .5)
    glColor3f(block[5][0], block[5][1], block[5][2])  # D
    glVertex3f(x + .5, y, z - .5)
    glVertex3f(x + .5, y, z + .5)
    glVertex3f(x - .5, y, z + .5)
    glVertex3f(x - .5, y, z + .5)
    glVertex3f(x - .5, y, z - .5)
    glVertex3f(x + .5, y, z - .5)
    glEnd()
def main():
    controls = False
    pygame.init()

    display = (800,600)
    pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
    glClearColor(0.0, 0.0, 0.0, 0.0)
    glClearDepth(1.0)

    glDepthMask(GL_TRUE)
    glDepthFunc(GL_LESS)
    glEnable(GL_DEPTH_TEST)
    glEnable(GL_CULL_FACE)
    glCullFace(GL_BACK)
    glFrontFace(GL_CCW)
    glShadeModel(GL_SMOOTH)
    glDepthRange(0.0,1.0)

    gluPerspective(45, (display[0]/display[1]), 0.1, 100.0)
    glTranslatef(0.0, 0.0, -5)
    while True:
        if controls:
            pygame.mouse.set_pos([400, 300])
            pygame.mouse.set_visible(False)
        else:
            pygame.mouse.set_visible(True)

        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_a:
                    controls = not controls
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
        glRotatef(1, 3, 1, 1,)
        glClearDepth(1.0)
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
        Cube(0,0,0)
        Cube(0,1,0)
        Cube(1,1,1)
        glCullFace(GL_BACK)
        pygame.display.flip()
        time.sleep(.01)    


main()

1 个答案:

答案 0 :(得分:2)

请注意,数十年来,不赞成使用glBegin/glEnd序列和固定函数矩阵堆栈进行绘制。


无论如何,我建议使用正交投影绘制head-up display元素。

创建一个在窗口坐标中绘制十字线的函数:

def Crosshair(x, y, w):
    glColor3f(1.0, 1.0, 1.0)
    glBegin(GL_LINES)
    glVertex2f(x-w, y)
    glVertex2f(x+w, y)
    glVertex2f(x, y-w)
    glVertex2f(x, y+w)
    glEnd()

将投影矩阵应用于投影矩阵堆栈,并将模型矩阵应用于模型视图矩阵堆栈。参见glMatrixMode

glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0]/display[1]), 0.1, 100.0)

glMatrixMode(GL_MODELVIEW)
glTranslatef(0.0, 0.0, -5)

由于十字线始终应位于视图顶部,因此必须禁用depth test

glDisable(GL_DEPTH_TEST)

mX, mY = pygame.mouse.get_pos()
Crosshair(mX, 600-mY, 20)

glEnable(GL_DEPTH_TEST)

可能您可以将深度函数(glDepthFunc)更改为GL_ALWAYS并更改glDepthMask

使用glLoadIdentity来套叠identity matrix并使用glOrtho设置与窗口坐标1:1的正交投影;

glLoadIdentity()
glOrtho(0.0, display[0], 0.0, display[1], -1.0, 1.0)

使用glPushMatrix/glPopMatrix在矩阵堆栈上存储和恢复矩阵:

glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0]/display[1]), 0.1, 100.0)

glMatrixMode(GL_MODELVIEW)
glTranslatef(0.0, 0.0, -5)
while True:
    if controls:
        pygame.mouse.set_pos([400, 300])
        pygame.mouse.set_visible(False)
    else:
        pygame.mouse.set_visible(True)

    for event in pygame.event.get():
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_a:
                controls = not controls
        if event.type == pygame.QUIT:
            pygame.quit()
            quit()
    glClearDepth(1.0)
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

    glRotate(1, 3, 1, 1,)
    Cube(0,0,0)
    Cube(0,1,0)
    Cube(1,1,1)

    glMatrixMode(GL_PROJECTION)
    glPushMatrix()
    glLoadIdentity()
    glOrtho(0.0, display[0], 0.0, display[1], -1.0, 1.0)
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()
    glLoadIdentity()

    glDisable(GL_DEPTH_TEST)
    mX, mY = pygame.mouse.get_pos()
    Crosshair(mX, 600-mY, 20)
    glEnable(GL_DEPTH_TEST)

    glMatrixMode(GL_PROJECTION)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
    glPopMatrix()

    glCullFace(GL_BACK)
    pygame.display.flip()
    time.sleep(.01)