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python - 将 pygame 2d 水波纹转换为 pyOpenGL

转载 作者:行者123 更新时间:2023-12-03 14:42:01 25 4
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我有一个 2d pygame 水模拟东西,我是按照教程制作的。我还找到了这个问题的答案来解决教程中的问题:Pygame water physics not working as intended
从那以后,我一直在尝试将此程序转换为使用 pyopengl 来呈现内容。但是,我一直在努力:
A:画水多边形
B:使用平铺纹理对水多边形进行纹理化
这是我(相当糟糕)将此代码转换为 pyopengl 的尝试。

import pygame, random
import math as m

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

pygame.init()

WINDOW_SIZE = (854, 480)

screen = pygame.display.set_mode(WINDOW_SIZE,0,32,DOUBLEBUF|OPENGL) # initiate the window

clock = pygame.time.Clock()


def draw_polygon(polygon_points):
glBegin(GL_POLYGON);
for i in polygon_points:
glVertex3fv(i)
#glEnd()

class surface_water_particle():

def __init__(self, x,y):
self.x_pos = x
self.y_pos = y
self.target_y = y
self.velocity = 0
self.k = 0.04
self.d = 0.08
self.time = 1

def update(self):
x = self.y_pos - self.target_y
a = -(self.k * x + self.d * self.velocity)

if self.y_pos > self.target_y:
self.y_pos -= 0.1
if self.y_pos < self.target_y:
self.y_pos += 0.1
self.velocity = round(self.velocity)

self.y_pos += self.velocity
self.velocity += a

self.time += 1

class water_tile():
def __init__(self, x_start, x_end, y_start, y_end, segment_length):
self.springs = []
self.x_start = x_start
self.y_start = y_start
self.x_end = x_end
self.y_end = y_end - 10
for i in range(abs(x_end - x_start) // segment_length):
self.springs.append(surface_water_particle(i * segment_length + x_start, y_end))

def update(self, spread):
passes = 4 # more passes = more splash spreading
for i in range(len(self.springs)):
self.springs[i].update()

leftDeltas = [0] * len(self.springs)
rightDeltas = [0] * len(self.springs)
for p in range(passes):
for i in range(0, len(self.springs)):
if i > 0:
leftDeltas[i] = spread * (self.springs[i].y_pos - self.springs[i - 1].y_pos)
self.springs[i - 1].velocity += leftDeltas[i]
if i < len(self.springs):
rightDeltas[i] = spread * (self.springs[i].y_pos - self.springs[(i + 1)%len(self.springs)].y_pos)
self.springs[(i + 1)%len(self.springs)].velocity += rightDeltas[i]

for i in range(0, len(self.springs)):
if round (leftDeltas[i],12) == 0 or round (rightDeltas[i],12) == 0:
self.springs[i - 1].y_pos = self.y_end+10
if i > 0:
self.springs[i - 1].y_pos += leftDeltas[i] # you were updating velocity here!
if i < len(self.springs):
self.springs[(i + 1)%len(self.springs)].y_pos += rightDeltas[i]

def splash(self, index, speed):
if index >= 0 and index < len(self.springs):
self.springs[index].velocity = speed

def draw(self):
water_surface = pygame.Surface((abs(self.x_end-self.x_start), abs(self.y_start - self.y_end)), depth=8).convert_alpha()
polygon_points = []
polygon_points.append((self.x_start, self.y_start,0))
for spring in range(len(self.springs)):
polygon_points.append((self.springs[spring].x_pos, self.springs[spring].y_pos,0))
polygon_points.append((self.springs[len(self.springs) - 1].x_pos, self.y_start,0))

draw_polygon(polygon_points)

return water_surface

class water_object:
def __init__(self, x_start, x_end, y_start, y_end, segment_length, x_pos, y_pos):
self.water = water_tile(x_start,x_end,y_start,y_end,segment_length)
self.image = self.water.draw()
self.rect = self.image.get_rect()
self.rect.x = x_pos
self.rect.y = y_pos

def update(self):
self.water.update(0.1)
self.image = self.water.draw()

water_list = [water_object(0,276+16,64,0,16,0,20)]

while True:
screen.fill((0,0,0))
for water in water_list:
gluPerspective(45, (WINDOW_SIZE[0]/WINDOW_SIZE[1]), 0.1, 50.0)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
water.update()
#screen.blit(water.image, (water.rect.x,water.rect.y))
#water_test.x_start = water_test.x_start + 1

#if random.randint(0,8) == 1:
#water_test.splash(random.randint(0, len(water_test.springs) - 1),2)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
if event.type == MOUSEBUTTONDOWN:
print (len(water.water.springs))
water.water.splash(random.randint(0, len(water.water.springs) - 1),50)

pygame.display.update()

clock.tick(60)
然而,尽管我尝试过,但我根本无法在屏幕上显示任何内容。我怎样才能解决这个问题/我怎样才能实现我一直在努力的两件事?

最佳答案

您无法绘制 OpenGL primitive pygame.Surface .无论如何,没有必要这样做。
为了获得最佳性能,直接绘制到默认的帧缓冲区(窗口)。
既然要画线,就得用 Line primitive 类型。 GL_POLYGON将绘制一个归档的凸多边形。使用原始类型 GL_LINE_STRIP :

def draw_polygon(polygon_points):
glBegin(GL_LINE_STRIP)
for pt in polygon_points:
glVertex2f(*pt)
glEnd()
在画线之前,通过 glColor ser 当前颜色:
glColor3f(0, 0, 1)
draw_polygon(polygon_points)
谎言的顶点坐标在窗口空间中指定。因此你必须设置一个 Orthographic projection而不是 Perspective projection .通过 [ glMatrixMode 指定当前矩阵] 并通过 glOrtho 设置投影矩阵.由于矩阵运算不设置矩阵,而是将当前矩阵乘以指定的矩阵,我建议先加载单位矩阵( glLoadIdentity ):
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, WINDOW_SIZE[0], WINDOW_SIZE[1], 0, -1, 1)

glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
在画线之前,您必须通过 glClear 清除帧缓冲区.清晰的颜色可以通过 glClearColor 定义:
glClearColor(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

完整示例:

import pygame, random
import math as m

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

pygame.init()

WINDOW_SIZE = (854, 480)

screen = pygame.display.set_mode(WINDOW_SIZE, flags=DOUBLEBUF|OPENGL, depth=32, display=0) # initiate the window
clock = pygame.time.Clock()

def draw_polygon(polygon_points):
glBegin(GL_LINE_STRIP)
for pt in polygon_points:
glVertex2f(*pt)
glEnd()

class surface_water_particle():

def __init__(self, x,y):
self.x_pos = x
self.y_pos = y
self.target_y = y
self.velocity = 0
self.k = 0.04
self.d = 0.08
self.time = 1

def update(self):
x = self.y_pos - self.target_y
a = -(self.k * x + self.d * self.velocity)

if self.y_pos > self.target_y:
self.y_pos -= 0.1
if self.y_pos < self.target_y:
self.y_pos += 0.1
self.velocity = round(self.velocity)

self.y_pos += self.velocity
self.velocity += a

self.time += 1

class water():

def __init__(self, x_start, x_end, y_start, y_end, segment_length):
self.springs = []
self.x_start = x_start
self.y_start = y_start
self.x_end = x_end
self.y_end = y_end - 10
for i in range(abs(x_end - x_start) // segment_length):
self.springs.append(surface_water_particle(i * segment_length + x_start, y_end))

def update(self, spread):
passes = 4 # more passes = more splash spreading
for i in range(len(self.springs)):
self.springs[i].update()

leftDeltas = [0] * len(self.springs)
rightDeltas = [0] * len(self.springs)
for p in range(passes):
for i in range(0, len(self.springs) -1 ):
if i > 0:
leftDeltas[i] = spread * (self.springs[i].y_pos - self.springs[i - 1].y_pos)
self.springs[i - 1].velocity += leftDeltas[i]
if i < len(self.springs) - 1:
rightDeltas[i] = spread * (self.springs[i].y_pos - self.springs[i + 1].y_pos)
self.springs[i + 1].velocity += rightDeltas[i]

for i in range(0, len(self.springs) -1):
if i > 0:
self.springs[i - 1].y_pos += leftDeltas[i] # you were updating velocity here!
if i < len(self.springs) - 1:
self.springs[i + 1].y_pos += rightDeltas[i]



def splash(self, index, speed):
if index > 0 and index < len(self.springs) :
self.springs[index].velocity = speed

def draw(self):
water_surface = pygame.Surface((abs(self.x_start - self.x_end), abs(self.y_start - self.y_end))).convert_alpha()
water_surface.fill((0,0,0,0))
water_surface.set_colorkey((0,0,0,0))
polygon_points = []
polygon_points.append((self.x_start, self.y_start))
for spring in range(len(self.springs)):
polygon_points.append((self.springs[spring].x_pos, self.springs[spring].y_pos))
polygon_points.append((self.springs[len(self.springs) - 1].x_pos, self.y_start))

glColor3f(0, 0, 1)
draw_polygon(polygon_points)

water_test = water(0,800,200,200, 3)

glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, WINDOW_SIZE[0], WINDOW_SIZE[1], 0, -1, 1)

glMatrixMode(GL_MODELVIEW)
glLoadIdentity()

glClearColor(1, 1, 1, 1)

while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
if event.type == MOUSEBUTTONDOWN:
water_test.splash(50, 100)

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

water_test.update(0.025)
water_test.draw()

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

关于python - 将 pygame 2d 水波纹转换为 pyOpenGL,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63732713/

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