python - 像我一样向我解释 5 : OpenGL 4. x 渲染管道

标签 python rendering pipeline pyglet opengl-4

过去几周我一直在业余时间研究 openGL。虽然我在遵循一些较旧的 NeHe 示例时没有问题,但从我所阅读的所有内容来看,OpenGL4 是一个完全不同的过程。我可以访问红皮书和 super 圣经,但前者仍在提供传统的 opengl 调用,而后者使用自己的库。两者对于理解如何在项目中组合代码都没有特别的帮助。例如,我目前的理解是 glu 和 glut 是遗留的,不应该用于 opengl 4。

我可以很容易地为一个假设的模型空间生成顶点。我很难理解模型最终是如何出现在我的屏幕上的。我大约 95% 的尝试都以黑色空白屏幕告终。

提前致谢。

这是一些代码:

# primatives.py
from collections import Iterable
from functools import reduce
import operator

import numpy as np

from exc import UnimplementedMethod

class Primative(object):
    SIZE = 1  # number of pixels on a default grid

    def __init__(self, point=None, *args, **kwargs):
        self.point = point if isinstance(point, Iterable) else [0, 0, 0]
        self.point = np.array(self.point, dtype=np.float32)
        scaler = [self.SIZE/2]*len(self.point)
        self.point = (self.point * scaler).tolist()

    @property
    def active(self):
        attr = "__active__"
        if not hasattr(self, attr):
            setattr(self, attr, False)
        return getattr(self, attr)

    @active.setter
    def active(self, value):
        attr = "__active__"
        if value in [True, False]:
            setattr(self, attr, value)
        return getattr(self, attr)

    @property
    def vertices(self):
        """Returns a simple list of calculated vertices"""
        clsname = self.__class__.__name__
        raise UnimplementedMethod(clsname)

    @property
    def dimension(self):
        return len(self.point)

    @property
    def scaler(self):
        attr = "__scaler__"
        if not hasattr(self, attr):
            size = self.SIZE / 2
            setattr(self, attr, [size]*self.dimension)
        return getattr(self, attr)

    @scaler.setter
    def scaler(self, *values):
        attr = "__scaler__"
        values = values[0] if len(values) == 1 else values
        if len(values) == 1 and len(values) != self.point:
            if isinstance(values, [int, float]):
                setattr(self, attr, [values]*self.dimension)
            elif isinstance(values, Iterable):
                data = [(v, i)
                        for v, i in zip(values, xrange(self.dimension))]
                value = [v for v, i in data]
                if len(value) != self.dimension:
                    raise ValueError
                setattr(self, attr, value)

    @property
    def translation(self):
        attr = "__transalation__"
        if not hasattr(self, attr):
            size = self.SIZE / 2
            setattr(self, attr, [size]*self.dimension)
        return getattr(self, attr)

    @translation.setter
    def transalation(self, *values):
        attr = "__transalation__"
        values = values[0] if len(values) == 1 else values
        if isinstance(values, (int, float)):
            setattr(self, attr, [values]*self.dimension)
        elif isinstance(values, Iterable):
            data = [(v, i)
                    for v, i in zip(values, xrange(self.dimension))]
            value = [v for v, i in data]
            if len(value) != self.dimension:
                raise ValueError
            setattr(self, attr, value)

    @property
    def rotation(self):
        """
        Rotation in radians
        """
        attr = "__rotation__"
        if not hasattr(self, attr):
            setattr(self, attr, [0]*self.dimension)
        return getattr(self, attr)

    @rotation.setter
    def rotation(self, *values):
        """
        Rotation in radians
        """
        attr = "__rotation__"
        values = values[0] if len(values) == 1 else values
        if isinstance(values, (int, float)):
            setattr(self, attr, [values]*self.dimension)
        elif isinstance(values, Iterable):
            data = [(v, i)
                    for v, i in zip(values, xrange(self.dimension))]
            value = [v for v, i in data]
            if len(value) != self.dimension:
                raise ValueError
            setattr(self, attr, value)

    @property
    def volume(self):
        clsname = self.__class__.__name__
        raise UnimplementedMethod(clsname)


class Cube(Primative):

    #       G           H
    #        * --------- *
    #       /|          /|
    #    C / |       D / |
    #     * --------- *  |
    #     |  * -------|- *
    #     | / E       | / F
    #     |/          |/
    #     * --------- *
    #      A           B

    @property
    def center_of_mass(self):
        """
        Uses density to calculate center of mass
        """
        return self.point

    @property
    def material(self):
        clsname = self.__class__.__name__
        raise UnimplementedMethod(clsname)

    @material.setter
    def material(self, value):
        clsname = self.__class__.__name__
        raise UnimplementedMethod(clsname)

    @property
    def mass(self):
        return self.material.density * self.volume

    @property
    def volume(self):
        func = operator.mul
        return reduce(func, self.scaler, 1)

    @property
    def normals(self):
        """
        computes the vertex normals
        """
        norm = []
        if len(self.point) == 1:
            norm = [
            # counter clockwise
            # x    (left hand rule)
            (-1),           # A
            (1)             # B
            ]
        elif len(self.point) == 2:
            norm = [  
            # counter clockwise
            # x, y    (left hand rule)
            (-1, -1),       # A
            (1, -1),        # B
            (1, 1),         # C
            (-1, 1)         # D
            ]
        elif len(self.point) == 3:
            norm = [
            # counter clockwise
            # x, y, z    (left hand rule)
            (-1, -1, 1),    # A 0
            (1, -1, 1),     # B 1
            (1, 1, 1),      # D 2
            (-1, 1, 1),     # C 3
            (-1, -1, -1),   # E 4
            (1, -1, -1),    # F 5
            (1, 1, -1),     # H 6
            (-1, 1, -1),    # G 7
            ]
        return norm

    @property
    def indices(self):
        indices = []
        if len(self.point) == 2:
            indices = [
                [[1, 0, 3], [2, 3, 1]],   # BAC CDB front
            ]
        elif len(self.point) == 3:
            indices = [
                [[1, 0, 3], [2, 3, 1]],  # BAC CDB front
                [[5, 1, 2], [2, 6, 5]],  # FBD DHF right
                [[4, 5, 6], [6, 7, 4]],  # EFH HGE back
                [[5, 4, 0], [0, 1, 5]],  # FEA ABF bottom
                [[0, 4, 7], [7, 3, 0]],  # AEG GCA left
                [[2, 3, 7], [7, 6, 2]],  # DCG GHD top
            ]
        return indices

    @property
    def nodes(self):
        normals = np.array(self.normals, dtype=np.float32)
        scaler = np.array(self.scaler, dtype=np.float32)
        nodes = normals * scaler
        return nodes.tolist()

    @property
    def vertices(self):
        verts = (n for node in self.nodes for n in node)
        return verts

还有一个:

# Voxel.py
from collections import Iterable
from time import time

import numpy as np
import pyglet
from pyglet.gl import *

from primatives import Cube
import materials


class Voxel(Cube):
    """
    Standard Voxel
    """

    def __init__(self, point=None, material=None):
        super(Voxel, self).__init__(point=point)
        if isinstance(material, materials.Material):
            self.material = material
        else:
            self.material = materials.stone

    def __str__(self):
        point = ", ".join(str(p) for p in self.point)
        material = self.material.name
        desc = "<Voxel [%s] (%s)>" % (material, point)
        return desc

    def __repr__(self):
        point = ", ".join(str(p) for p in self.point)
        material = self.material.name
        desc = "<Voxel %s(%s)>" % (material, point)
        return desc

    @property
    def material(self):
        attr = "__material__"
        if not hasattr(self, attr):
            setattr(self, attr, materials.ether)
        return getattr(self, attr)

    @material.setter
    def material(self, value):
        attr = "__material__"
        if value in materials.valid_materials:
            setattr(self, attr, value)
        return getattr(self, attr)


class Chunk(Cube):
    """
    A Chunk contains a specified number of Voxels.  Chunks are an
    optimization to manage voxels which do not change often.
    """
    NUMBER = 16
    NUMBER_OF_VOXELS_X = NUMBER
    NUMBER_OF_VOXELS_Y = NUMBER
    NUMBER_OF_VOXELS_Z = NUMBER

    def __init__(self, point=None):
        point = (0, 0, 0) if point is None else point
        super(Chunk, self).__init__(point=point)
        self.batch = pyglet.graphics.Batch()
        points = []
        x_scale = self.NUMBER_OF_VOXELS_X / 2
        y_scale = self.NUMBER_OF_VOXELS_Y / 2
        z_scale = self.NUMBER_OF_VOXELS_Z / 2
        self.rebuild_mesh = True
        if len(point) == 1:
            points = ((x,) for x in xrange(-x_scale, x_scale))
        elif len(point) == 2:
            points = ((x, y) 
                      for x in xrange(-x_scale, x_scale) 
                      for y in xrange(-y_scale, y_scale))
        elif len(point) == 3:
            points = ((x, y, z) 
                      for x in xrange(-x_scale, x_scale) 
                      for y in xrange(-y_scale, y_scale)
                      for z in xrange(-z_scale, z_scale))
        t = time()
        self.voxels = dict((point, Voxel(point)) for point in points)
        self.active_voxels = dict((p, v) 
                                  for p, v in self.voxels.iteritems()
                                  if v.active)
        self.inactive_voxels = dict((p, v) 
                                    for p, v in self.voxels.iteritems()
                                    if not v.active)
        print 'Setup Time: %s' % (time() - t)

    @property
    def material(self):
        return ether

    @material.setter
    def material(self, value):
        if value in materials.valid_materials:
            for voxel in self.voxels:
                if voxel.material != value:
                    voxel.material = value
                    self.rebuild_mesh = True

    @property
    def mesh(self):
        """
        Returns the verticies as defined by the Chunk's Voxels
        """
        attr = "__mesh__"
        if self.rebuild_mesh == True:
            self.mesh_vert_count = 0
            vertices = []
            t = time()
            for point, voxel in self.active_voxels.iteritems():
                if voxel.active is True:
                    vertices.extend(voxel.vertices)
                    num_verts_in_voxel = len(voxel.normals)
                    self.mesh_vert_count += num_verts_in_voxel
            print "Mesh Generation Time: %s" % time() - t
            vertices = tuple(vertices)
            setattr(self, attr, vertices)
            voxel_count = len(self.active_voxels)
            voxel_mesh = self.mesh
            count = self.mesh_vert_count
            group = None
            data = ('v3f/static', vertices)
            self.batch.add(count, self.mode, group, data)
        return getattr(self, attr)

    @property
    def center_of_mass(self):
        """
        Uses density to calculate center of mass.  This is probably only
        useful if the chunk represents an object.
        """
        center = self.point
        points = []
        for point, voxel in self.active_voxels.iteritems():
            mass = voxel.mass
            if mass > 0:
                point = [p*mass for p in point]
            points.append(point)
        points = np.array(points)
        means = []
        if points.any():
            for idx, val in enumerate(self.point):
                means.append(np.mean(points[:, idx]))
        if means:
            center = means
        return center

    def add(self, voxel):
        added = False
        point = None
        if isinstance(voxel, Voxel):
            point = voxel.point
        elif isinstance(voxel, Iterable):
            point = voxel
        if point in self.inactive_voxels.iterkeys():
            last = self.voxels[point]
            self.voxels[point] = voxel if isinstance(voxel, Voxel) else last
            self.voxels[point].active = True
            self.active_voxels[point] = self.voxels[point]
            self.inactive_voxels.pop(point)
            added = True
            self.rebuild_mesh = True
        return added

    def remove(self, voxel):
        removed = False
        point = None
        if isinstance(voxel, Voxel):
            point = voxel.point
        elif isinstance(voxel, Iterable):
            point = voxel
        if point in self.active_voxels.iterkeys():
            last = self.voxels[point]
            self.voxels[point] = voxel if isinstance(voxel, Voxel) else last
            self.voxels[point].active = False
            self.inactive_voxels[point] = self.voxels[point]
            self.active_voxels.pop(point)
            removed = True
            self.rebuild_mesh = True
        return removed

    def render(self):
        voxels = len(self.active_voxels)
        self.batch.draw()
        return voxels

if __name__ == "__main__":
    import pyglet
    from pyglet.gl import *

    class Window(pyglet.window.Window):

        def __init__(self, *args, **kwargs):
            super(Window, self).__init__(*args, **kwargs)
            vox_cnt = self.setup_scene()
            print 'Added: %s voxels' % (vox_cnt)

        def run(self):
            """wrapper to start the gui loop"""
            pyglet.app.run()

        def setup_scene(self):
            self.chunk = Chunk()
            cnt = 0
            t = time()
            for x in xrange(self.chunk.NUMBER_OF_VOXELS_X):
                for y in xrange(self.chunk.NUMBER_OF_VOXELS_Y):
                        self.chunk.add((x, y))
                        cnt += 1
            print "Setup Scene Time: %s" % (time() - t)
            return cnt

        def render_scene(self):
            y = h = self.height
            x = w = self.width
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            # glEnable(GL_DEPTH_TEST)
            # glDepthFunc(GL_LESS)
            t = time()
            voxels_drawn = self.chunk.render()
            print 'Render Time: %s' % (time() - t)
            print 'Points Rendered %s' % voxels_drawn
            # array_len = len(self.vertex_data)
            # glDrawArrays(GL_TRIANGLES, 0, array_len)

        def on_draw(self, *args, **kwargs):
            self.render_scene()

    w = Window()
    w.run()

最佳答案

源代码分发中有示例,如果您下载它们 (link to page)。

你想看的在<top-dir>/examples/opengl.py -- 对于环面。如果您进行以下修改,您将得到一个立方体。

# line 91:
cube.draw()  # previously torus.draw()

# line 178: replace the line with the below (GL_TRIANGLES for GL_QUADS)
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, indices)

# line 187:
cube = Cube(0.8)  # previously torus = Torus(1, 0.3, 50, 30)


# replace lines 125 through 166 with:
class Cube(object):
    Vertices =(0.,0.,0., 1.,0.,0., 0.,0.,1., 1.,0.,1.,
               0.,1.,0., 1.,1.,0., 0.,1.,1., 1.,1.,1.)

    def __init__(self, scale):
        # Create the vertex and normal arrays.
        indices = [0,1,3,2, 1,5,7,3, 5,4,6,7,
                   0,2,6,4, 0,4,5,1, 2,3,7,6]
        normals = [  0.0, -1.0,  0.0,
                     1.0,  0.0,  0.0,
                     0.0,  1.0,  0.0,
                    -1.0,  0.0,  0.0,
                     0.0,  0.0,  -1.0,
                     0.0,  0.0,   1.0]
        vertices = [scale * v for v in Cube.Vertices]
        vertices = (GLfloat * len(vertices))(*vertices)
        normals = (GLfloat * len(normals))(*normals)

关于python - 像我一样向我解释 5 : OpenGL 4. x 渲染管道,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/21354548/

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