python - Pygame OpenGL 3D 立方体滞后
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glBegin
并glEnd
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!!
解决方案
我已经阅读了一些使用
glBegin
并glEnd
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 Pipeline和
Legacy OpenGL)。在现代 OpenGL中,顶点由
Vertex Buffer Objects和
Vertex 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_ARRAY
、NORMAL_ARRAY
、COLOR_ARRAY
、SECONDARY_COLOR_ARRAY
、INDEX_ARRAY
、EDGE_FLAG_ARRAY
、FOG_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_array
和color_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)。glEnableVertexAttribArray
glVertexPointer
glColorPointer
glVertexAttribPointer
另请参阅PyGame 和 OpenGL 4。
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