Pyglet纹理被弄乱了

时间:2020-07-08 16:53:47

标签: python opengl 3d textures pyglet

我一直在YouTube here上关注Pyglet OpenGL教程,大约一两年前我一直在关注它。它运行得很好,我设法制作了一个包含简单物理原理的Minecraft克隆。现在,我丢失了代码,并尝试重新创建它。我跟随了视频,但是花了太长时间,所以我只是从链接下载了它。然后,我替换的唯一东西是tex = pyglet.image.load(file).texture,因为显然我应该使用tex = pyglet.image.load(file).get_texture()。然后,当我运行它时,立方体看起来非常扭曲,纹理都放在错误的位置。以下是指向多维数据集图片的链接:

enter image description here

enter image description here

代码在这里:

from pyglet.gl import *
from pyglet.window import key
import math


class Model:

    def get_tex(self,file):
        tex = pyglet.image.load(file).get_texture()
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
        return pyglet.graphics.TextureGroup(tex)

    def __init__(self):

        self.top = self.get_tex('grass_top.png')
        self.side = self.get_tex('grass_side.png')
        self.bottom = self.get_tex('dirt.png')

        self.batch = pyglet.graphics.Batch()

        tex_coords = ('t2f',(0,0, 1,0, 1,1, 0,1, ))

        x,y,z = -1,-1,-1
        X,Y,Z = x+2,y+2,z+2

        self.batch.add(4, GL_QUADS, self.side, ('v3f',(x,y,z, x,y,Z, x,Y,Z, x,Y,z)), tex_coords)
        self.batch.add(4, GL_QUADS, self.side, ('v3f',(X,y,Z, X,y,z, X,Y,z, X,Y,Z)), tex_coords)
        self.batch.add(4, GL_QUADS, self.bottom, ('v3f',(x,y,z, X,y,z, X,y,Z, x,y,Z)), tex_coords)
        self.batch.add(4, GL_QUADS, self.top, ('v3f',(x,Y,Z, X,Y,Z, X,Y,z, x,Y,z)), tex_coords)
        self.batch.add(4, GL_QUADS, self.side, ('v3f',(X,y,z, x,y,z, x,Y,z, X,Y,z)), tex_coords)
        self.batch.add(4, GL_QUADS, self.side, ('v3f',(x,y,Z, X,y,Z, X,Y,Z, x,Y,Z)), tex_coords)

    def draw(self):
        self.batch.draw()



class Player:
    def __init__(self,pos=(0,0,0),rot=(0,0)):
        self.pos = list(pos)
        self.rot = list(rot)

    def mouse_motion(self,dx,dy):
        dx/=8; dy/=8; self.rot[0]+=dy; self.rot[1]-=dx
        if self.rot[0]>90: self.rot[0] = 90
        elif self.rot[0]<-90: self.rot[0] = -90

    def update(self,dt,keys):
        s = dt*10
        rotY = -self.rot[1]/180*math.pi
        dx,dz = s*math.sin(rotY),s*math.cos(rotY)
        if keys[key.W]: self.pos[0]+=dx; self.pos[2]-=dz
        if keys[key.S]: self.pos[0]-=dx; self.pos[2]+=dz
        if keys[key.A]: self.pos[0]-=dz; self.pos[2]-=dx
        if keys[key.D]: self.pos[0]+=dz; self.pos[2]+=dx

        if keys[key.SPACE]: self.pos[1]+=s
        if keys[key.LSHIFT]: self.pos[1]-=s


class Window(pyglet.window.Window):

    def push(self,pos,rot): glPushMatrix(); glRotatef(-rot[0],1,0,0); glRotatef(-rot[1],0,1,0); glTranslatef(-pos[0],-pos[1],-pos[2],)
    def Projection(self): glMatrixMode(GL_PROJECTION); glLoadIdentity()
    def Model(self): glMatrixMode(GL_MODELVIEW); glLoadIdentity()
    def set2d(self): self.Projection(); gluOrtho2D(0,self.width,0,self.height); self.Model()
    def set3d(self): self.Projection(); gluPerspective(90,self.width/self.height,0.05,1000); self.Model()

    def setLock(self,state): self.lock = state; self.set_exclusive_mouse(state)
    lock = False; mouse_lock = property(lambda self:self.lock,setLock)

    def __init__(self,*args,**kwargs):
        super().__init__(*args,**kwargs)
        self.set_minimum_size(300, 200)
        self.keys = key.KeyStateHandler()
        self.push_handlers(self.keys)
        pyglet.clock.schedule(self.update)

        self.model = Model()
        self.player = Player((0,0,5),(0,0))

    def on_mouse_motion(self,x,y,dx,dy):
        if self.mouse_lock: self.player.mouse_motion(dx,dy)

    def on_key_press(self,KEY,MOD):
        if KEY == key.ESCAPE: self.close()
        elif KEY == key.E: self.mouse_lock = not self.mouse_lock

    def update(self,dt):
        self.player.update(dt,self.keys)

    def on_draw(self):
        self.clear()
        self.set3d()
        self.push(self.player.pos,self.player.rot)
        self.model.draw()
        glPopMatrix()


if __name__ == '__main__':
    window = Window(width=854,height=480,caption='Minecraft',resizable=True)
    glClearColor(0.5,0.7,1,1)
    glEnable(GL_DEPTH_TEST)
    # glEnable(GL_CULL_FACE)
    pyglet.app.run()

注意:我摆弄纹理,当我替换批处理时添加了这个:

self.batch.add(4, GL_QUADS, self.top, ('v3f',(x,y,z, x,y,Z, x,Y,Z, x,Y,z)), tex_coords)
self.batch.add(4, GL_QUADS, self.top, ('v3f',(X,y,Z, X,y,z, X,Y,z, X,Y,Z)), tex_coords)
self.batch.add(4, GL_QUADS, self.side, ('v3f',(x,y,z, X,y,z, X,y,Z, x,y,Z)), tex_coords)
self.batch.add(4, GL_QUADS, self.bottom, ('v3f',(x,Y,Z, X,Y,Z, X,Y,z, x,Y,z)), tex_coords)
self.batch.add(4, GL_QUADS, self.top, ('v3f',(X,y,z, x,y,z, x,Y,z, X,Y,z)), tex_coords)
self.batch.add(4, GL_QUADS, self.top, ('v3f',(x,y,Z, X,y,Z, X,Y,Z, x,Y,Z)), tex_coords)

立方体的纹理正确。有什么想法吗?

此外,当我只画一侧时,它在正确的位置,但纹理在脸上弯曲,好像是两个三角形。

2 个答案:

答案 0 :(得分:0)

您必须启用Depth Test

if __name__ == "__main__":
    window = Window(width = 400, height = 300, caption = "Minecraft", resizable = True)
    glClearColor(0.5, 0.7, 1, 1)
    glEnable(GL_DEPTH_TEST) # <----
    pyglet.app.run()

请注意,由于多维数据集的正面未覆盖背面,因此多维数据集似乎已被拧紧。深度测试可确保已经绘制的几何图形不会被其后面的新几何图形覆盖。

答案 1 :(得分:0)

我找到了答案。在较新的PC上测试了完全相同的代码后,它可以工作。好像我有过时的GPU或图形驱动程序,就像Rabbid76所说的那样。