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问题描述

我正在关注 pyOpenGL 上相当古老的教程系列,我正在按照他的方式进行操作。但是我遇到了延迟——我有 AMD FX-6300 和 8gb 内存、GTX-1050ti 和文件存储在闪存驱动器上。我已经阅读了一些使用glBeginglEnd导致问题的地方?我应该改用什么以及如何在此代码中执行此操作:

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

"""
- A Cube has 8 Nodes/Verticies
- 12 Lines/connections
- 6 Sides
"""


vertices = (
    (1, -1, -1),
    (1, 1, -1),
    (-1, 1, -1),
    (-1, -1, -1),
    (1, -1, 1),
    (1, 1, 1),
    (-1, -1, 1),
    (-1, 1, 1)
)

edges = ( #Contains vertexes/nodes
    (0, 1),
    (0, 3),
    (0, 4),
    (2, 1),
    (2, 3),
    (2, 7),
    (6, 3),
    (6, 4),
    (6, 7),
    (5, 1),
    (5, 4),
    (5, 7)
)

surfaces = (
    (0,1,2,3),
    (3,2,7,6),
    (6,7,5,4),
    (4,5,1,0),
    (1,5,7,2),
    (4,0,3,6),
)

colors = (
    (1,0,0),
    (0,1,0),
    (0,0,1),
    (0,0,0,),
    (1,1,1),
    (0,1,1),
    (1,0,0),
    (0,1,0),
    (0,0,1),
    (0,0,0,),
    (1,1,1),
    (0,1,1),    
)

def set_vertices(max_distance):
    #Create change between each cube
    x_value_change = random.randrange(-10, 10)
    y_value_change = random.randrange(-10, 10)
    z_value_change = random.randrange(-1 * max_distance, -20)

    new_vertices = []

    for vert in vertices: 
        new_vert = []

        new_x = vert[0] + x_value_change
        new_y = vert[1] + y_value_change
        new_z = vert[2] + z_value_change

        new_vert.append(new_x)
        new_vert.append(new_y)
        new_vert.append(new_z)

        new_vertices.append(new_vert) #Appends (1, 1, 1)
    return new_vertices

def Cube(veritces):
    glBegin(GL_QUADS)
    for surface in surfaces:
        x = 0
        for vertex in surface:
            x += 1
            glColor3fv((colors[x]))
            glVertex3fv(vertices[vertex])
    glEnd()

    glBegin(GL_LINES)
    for edge in edges:
        for vertex in edge:
            glVertex3fv(vertices[vertex]) #Draws vertex's in position given according to vertices array
    glEnd()


def main():
    pygame.init()
    display = (1000, 800)
    pygame.display.set_mode(display, DOUBLEBUF|OPENGL)

    gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) #FOV, aspect ratio. clipping plane min, max

    glTranslatef(random.randrange(-5, 5), random.randrange(-5, 5), -40) #X,Y,Z -5 to zoom out on z axis
    #glRotatef(25, 1, 20, 0) #Degrees, x,y,z

    object_passed = False


    max_distance = 300
    cube_dict = {}

    for x in range(75): #Draws 75 cubes
        cube_dict[x] = set_vertices(max_distance) #Returns a new cube set of vertices

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_move = 0.3
                if event.key == pygame.K_RIGHT:
                    x_move = -0.3
                if event.key == pygame.K_UP:
                    y_move = -0.3
                if event.key == pygame.K_DOWN:
                    y_move = 0.3
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_move = 0
                if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
                    y_move = 0     
                    """
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 4:
                    glTranslatef(0, 0, 1)
                if event.button == 5:
                    glTranslatef(0, 0, -1)
                    """

        #glRotatef(1, 1, 1, 1)

        x = glGetDoublev(GL_MODELVIEW_MATRIX)

        camera_x = x[3][0] #Access camera cordinates
        camera_y = x[3][1]
        camera_z = x[3][2]



        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) #Clears the screen

        glTranslatef(x_move, y_move, 0.5)

        for each_cube in cube_dict:
            Cube(cube_dict[each_cube])

        pygame.display.flip() #Cant use update
        pygame.time.wait(10)



main()

pygame.quit()
quit()

教程在这里

谢谢!!

标签: pythonpygamelagpyopengl

解决方案


我已经阅读了一些使用glBeginglEnd导致问题的地方?我应该用什么代替...

在现代 OpenGL 中不推荐使用glBegin和绘图(请参阅Fixed Function PipelineLegacy OpenGL)。在现代 OpenGL中,顶点由 Vertex Buffer ObjectsVertex Array Object指定, 并且使用Shader 程序绘制所有内容。glEnd

作为朝着这个方向迈出的第一步,我建议使用顶点缓冲区对象和客户端功能

请参阅OpenGL 4.6 API 兼容性配置文件规范;10.3.3 为固定功能属性指定数组;第 402 页

命令

void VertexPointer( int size, enum type, sizei stride, const void *pointer );
void NormalPointer( enum type, sizei stride, const void *pointer );
void ColorPointer( int size, enum type, sizei stride, const void *pointer );
void SecondaryColorPointer( int size, enum type, sizei stride, const void *pointer );
void IndexPointer( enum type, sizei stride, const void *pointer );
void EdgeFlagPointer( sizei stride, const void *pointer );
void FogCoordPointer( enum type, sizei stride, const void *pointer );
void TexCoordPointer( int size, enum type, sizei stride, const void *pointer );

指定数组的位置和组织以存储顶点坐标、法线、颜色、辅助颜色、颜色索引、边缘标志、雾坐标。

[...]

通过调用其中一个来启用或禁用单个阵列

void EnableClientState( enum array );
void DisableClientState( enum array );

对于顶点、法线、颜色、辅助颜色、颜色索引、边缘标志、雾坐标或纹理坐标数组,数组分别设置为VERTEX_ARRAYNORMAL_ARRAYCOLOR_ARRAYSECONDARY_COLOR_ARRAYINDEX_ARRAYEDGE_FLAG_ARRAYFOG_COORD_ARRAY或。TEXTURE_COORD_ARRAY

为此,您必须做好准备,并且必须包括NumPy

import numpy

为顶点缓冲区对象创建全局变量并为面创建属性集(颜色和顶点坐标对)并为面创建顶点缓冲区对象(顶点坐标和颜色)。最后为边的顶点坐标创建顶点缓冲对象:

def main():

    global face_vbos, edge_vbo

    .....

    # define the vertex buffers vor the faces

    vertex_array = []
    color_array = []
    for face in range(len(surfaces)):
        for vertex in surfaces[face]:
            vertex_array .append( vertices[vertex] )
            color_array.append( colors[face] )
    
    face_vbos = glGenBuffers(2)
    glBindBuffer(GL_ARRAY_BUFFER, face_vbos[0])
    glBufferData( GL_ARRAY_BUFFER, numpy.array( vertex_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
    glBindBuffer(GL_ARRAY_BUFFER, face_vbos[1])
    glBufferData( GL_ARRAY_BUFFER, numpy.array( color_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
    glBindBuffer(GL_ARRAY_BUFFER, 0)

    # define the vertex buffer for the edges
    edge_vbo = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
    glBufferData( GL_ARRAY_BUFFER, numpy.array( vertices, dtype=numpy.float32 ), GL_STATIC_DRAW )
    glBindBuffer(GL_ARRAY_BUFFER, 0)

    while True:

        # [...]

当您绘制面和边时,您已经定义了一个顶点数据数组 ( glVertexPointer ) 并定义了一个颜色数组 ( glColorPointer) 以启用客户端功能 ( glEnableClientState)。
面可以通过 绘制glDrawArrays,因为颜色的所有坐标都存储在一个连续的数组(vertex_arraycolor_array-> face_vbos)中。
必须glDrawElements使用索引绘制边edges,因为顶点(vertices-> edge_vbo)必须被索引以形成线:

def Cube(veritces):
    
    global face_vbos, edge_vbo 

    # draw faces
    
    glBindBuffer(GL_ARRAY_BUFFER, face_vbos[0])
    glVertexPointer( 3, GL_FLOAT, 0, None )
    glEnableClientState( GL_VERTEX_ARRAY )  
    glBindBuffer(GL_ARRAY_BUFFER, face_vbos[1]) 
    glColorPointer( 3, GL_FLOAT, 0, None ) 
    glEnableClientState( GL_COLOR_ARRAY ) 
    glBindBuffer(GL_ARRAY_BUFFER, 0) 

    glDrawArrays(GL_QUADS, 0, 6*4)

    glDisableClientState( GL_VERTEX_ARRAY )   
    glDisableClientState( GL_COLOR_ARRAY ) 
    
    #draw edges

    glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
    glVertexPointer( 3, GL_FLOAT, 0, None ) 
    glEnableClientState( GL_VERTEX_ARRAY ) 
    glBindBuffer(GL_ARRAY_BUFFER, 0) 

    glColor3f( 1, 1, 0 )
    glDrawElements(GL_LINES, 2*12, GL_UNSIGNED_INT, numpy.array( edges, dtype=numpy.uint32 ))

    glDisableClientState( GL_VERTEX_ARRAY )  

这可以通过使用顶点数组对象 和边缘的索引缓冲区来进一步改进:

def main():

    global face_vao, edge_vao

    # [...]

    # define the vertex buffers vor the faces

    attribute_array = []
    for face in range(len(surfaces)):
        for vertex in surfaces[face ]:
            attribute_array.append( vertices[vertex] )
            attribute_array.append( colors[face] )
    
    face_vbos = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, face_vbos)
    glBufferData( GL_ARRAY_BUFFER, numpy.array( attribute_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
    glBindBuffer(GL_ARRAY_BUFFER, 0)

    # define the vertex array object for the faces

    face_vao = glGenVertexArrays( 1 )
    glBindVertexArray( face_vao )

    glBindBuffer(GL_ARRAY_BUFFER, face_vbos)
    glVertexPointer( 3, GL_FLOAT, 6*4, None )
    glEnableClientState( GL_VERTEX_ARRAY )  
    glColorPointer( 3, GL_FLOAT, 6*4, ctypes.cast(3*4, ctypes.c_void_p) )
    glEnableClientState( GL_COLOR_ARRAY ) 
    glBindBuffer(GL_ARRAY_BUFFER, 0) 
    
    glBindVertexArray( 0 )

    # define the vertex buffer for the edges

    edge_vbo = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
    glBufferData( GL_ARRAY_BUFFER, numpy.array( vertices, dtype=numpy.float32 ), GL_STATIC_DRAW )
    glBindBuffer(GL_ARRAY_BUFFER, 0)

    # define the vertex array object for the edges

    edge_vao = glGenVertexArrays( 1 )
    glBindVertexArray( edge_vao )

    glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
    glVertexPointer( 3, GL_FLOAT, 0, None ) 
    glEnableClientState( GL_VERTEX_ARRAY ) 
    glBindBuffer(GL_ARRAY_BUFFER, 0) 

    edge_ibo = glGenBuffers(1)
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, edge_ibo )
    glBufferData( GL_ELEMENT_ARRAY_BUFFER, numpy.array( edges, dtype=numpy.uint32 ), GL_STATIC_DRAW )

    glBindVertexArray( 0 )
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 )

    while True:

        # [...]
def Cube(veritces):
    
    global face_vao, edge_vao

    # draw faces
    
    glBindVertexArray( face_vao )
    glDrawArrays( GL_QUADS, 0, 6*4 )
    glBindVertexArray( 0 )
    
    #draw edges

    glColor3f( 1, 1, 0 )
    glBindVertexArray( edge_vao )
    glDrawElements( GL_LINES, 2*12, GL_UNSIGNED_INT, None )
    glBindVertexArray( 0 )

您可以通过Face Culling 和 enbaling Depth Test获得进一步的性能改进。深度测试应该是less或eauel,这样边缘就不会被面覆盖:

# enable depth test (less or equal)
glEnable( GL_DEPTH_TEST )
glDepthFunc( GL_LEQUAL )

# enable back face culling (front faces are drawn clockwise)
glEnable( GL_CULL_FACE )
glCullFace( GL_BACK )
glFrontFace( GL_CW )

请注意,在 OpenGL 中以“现代”方式绘制几何图形的最后一步是使用Shader 程序并分别替换glEnableClientState为( 当然是使用适当的参数)。glEnableVertexAttribArrayglVertexPointerglColorPointerglVertexAttribPointer

另请参阅PyGame 和 OpenGL 4


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