My pygame/pyopengl code seems to apply a texture to every surface - python

I'm throwing some code together to help me better understand python, pygame, pyopengl, and 3D rendering. I've used code from two different places and I'm integrating them by writing my own code as I go. I've textured cubes in one program and made camera movement work in another. But when I put them together, the colors are wrong and surfaces that I don't intend to texture are affected. I'm sure I'm missing something, but I can't figure it out.
Here is what the two programs look like seperately.
,
But when I put them together, I get this.
Here is my code, sorry I couldn't figure out how to attach it as a file!
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import math
def tex_coord(x, y, n=4):
""" Return the bounding vertices of the texture square.
"""
m = 1.0 / n
dx = x * m
dy = y * m
return dx, dy, dx + m, dy, dx + m, dy + m, dx, dy + m
def tex_coords(top, bottom, side):
""" Return a list of the texture squares for the top, bottom and side.
"""
top = tex_coord(*top)
bottom = tex_coord(*bottom)
side = tex_coord(*side)
result = [
(top),
(bottom),
(side),
(side),
(side),
(side),
]
"""result = []
result.extend(top)
result.extend(bottom)
result.extend(side * 4)"""
return result
#block type names and location on template go here
BLOCK1 = tex_coords((3, 0), (3, 0), (3, 0))
def verts(x, y, z, n):
vertices = (
(1+(2*x), -1+(2*y), -1+(2*z)),
(1+(2*x), 1+(2*y), -1+(2*z)),
(-1+(2*x), 1+(2*y), -1+(2*z)),
(-1+(2*x), -1+(2*y), -1+(2*z)),
(1+(2*x), -1+(2*y), 1+(2*z)),
(1+(2*x), 1+(2*y), 1+(2*z)),
(-1+(2*x), -1+(2*y), 1+(2*z)),
(-1+(2*x), 1+(2*y), 1+(2*z))
)
return(vertices)
print(verts(0, 0, 0, 1))
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7)
)
colors = (
(1,0,0),
(0,1,0),
(0,0,1),
(0,1,0),
(1,1,1),
(0,1,1),
(1,0,0),
(0,1,0),
(0,0,1),
(1,0,0),
(1,1,1),
(0,1,1),
)
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)
)
forced = False
def Cube(vx,vy,vz,block):
if not forced:
glBegin(GL_QUADS)
y = 0
for surface in surfaces:
x = 0
y+=1
for vertex in surface:
x+=1
#glColor3fv(colors[x])
glTexCoord2f(block[y-1][2*(x-1)], block[y-1][(2*x)-1])
#print(block[y-1][2*(x-1)], block[y-1][(2*x)-1])
glVertex3fv(verts(vx,vy,vz,1)[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verts(vx,vy,vz,1)[vertex])
glEnd()
else:
texX = 0.75
texY = 0.25
glBegin(GL_QUADS)
glTexCoord2f(0.0+texX, 0.0)
glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(0.25+texX, 0.0)
glVertex3f(1.0, -1.0, 1.0)
glTexCoord2f(0.25+texX, 0.25)
glVertex3f(1.0, 1.0, 1.0)
glTexCoord2f(0.0+texX, 0.25)
glVertex3f(-1.0, 1.0, 1.0)
glEnd()
def loadTexture():
textureSurface = pygame.image.load('texture2.png')
textureData = pygame.image.tostring(textureSurface, "RGBA", 1)
width = textureSurface.get_width()
height = textureSurface.get_height()
glEnable(GL_TEXTURE_2D)
texid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texid)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, textureData)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
return texid
pygame.init()
display = (800, 600)
scree = pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glShadeModel(GL_SMOOTH)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glEnable(GL_LIGHT0)
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5, 1])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1])
"""
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glDepthMask(GL_TRUE)
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
#glEnable(GL_CULL_FACE)
#glCullFace(GL_FRONT)
##glFrontFace(GL_CCW)
##glShadeModel(GL_SMOOTH)
glDepthRange(0.0,1.0)
"""
sphere = gluNewQuadric()
glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glMatrixMode(GL_MODELVIEW)
gluLookAt(0, -8, 0, 0, 0, 0, 0, 0, 1)
viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX)
glLoadIdentity()
# init mouse movement and center mouse on screen
displayCenter = [scree.get_size()[i] // 2 for i in range(2)]
mouseMove = [0, 0]
pygame.mouse.set_pos(displayCenter)
loadTexture()
up_down_angle = 0.0
paused = False
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_RETURN:
run = False
if event.key == pygame.K_PAUSE or event.key == pygame.K_p:
paused = not paused
pygame.mouse.set_pos(displayCenter)
if not paused:
if event.type == pygame.MOUSEMOTION:
mouseMove = [event.pos[i] - displayCenter[i] for i in range(2)]
pygame.mouse.set_pos(displayCenter)
if not paused:
# get keys
keypress = pygame.key.get_pressed()
#mouseMove = pygame.mouse.get_rel()
# init model view matrix
glLoadIdentity()
# apply the look up and down
up_down_angle += mouseMove[1]*0.1
glRotatef(up_down_angle, 1.0, 0.0, 0.0)
# init the view matrix
glPushMatrix()
glLoadIdentity()
# apply the movment
if keypress[pygame.K_w]:
glTranslatef(0,0,0.1)
if keypress[pygame.K_s]:
glTranslatef(0,0,-0.1)
if keypress[pygame.K_d]:
glTranslatef(-0.1,0,0)
if keypress[pygame.K_a]:
glTranslatef(0.1,0,0)
if keypress[pygame.K_LSHIFT]:
glTranslatef(0,0.5,0)
if keypress[pygame.K_SPACE]:
glTranslatef(0,-0.5,0)
# apply the left and right rotation
glRotatef(mouseMove[0]*0.1, 0.0, 1.0, 0.0)
# multiply the current matrix by the get the new view matrix and store the final vie matrix
glMultMatrixf(viewMatrix)
viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX)
# apply view matrix
glPopMatrix()
glMultMatrixf(viewMatrix)
#glLightfv(GL_LIGHT0, GL_POSITION, [1, -1, 1, 0])
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glPushMatrix()
Cube(0,0,0,BLOCK1)
Cube(1,0,0,BLOCK1)
Cube(0,1,0,BLOCK1)
Cube(0,0,1,BLOCK1)
Cube(-2,0,0,BLOCK1)
glColor4f(0.5, 0.5, 0.5, 1)
glBegin(GL_QUADS)
glVertex3f(-10, -10, -2)
glVertex3f(10, -10, -2)
glVertex3f(10, 10, -2)
glVertex3f(-10, 10, -2)
glEnd()
glTranslatef(-1.5, 0, 0)
glColor4f(0.5, 0.2, 0.2, 1)
gluSphere(sphere, 1.0, 32, 16)
glTranslatef(3, 0, 0)
glColor4f(0.2, 0.2, 0.5, 1)
gluSphere(sphere, 1.0, 32, 16)
glPopMatrix()
pygame.display.flip()
pygame.time.wait(10)
pygame.quit()
I'd be very thankful if someone could explain this to me!
Edit: Thank you Rabbid76!!!
Here is a picture, and my working code.
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import math
def tex_coord(x, y, n=4):
""" Return the bounding vertices of the texture square.
"""
m = 1.0 / n
dx = x * m
dy = y * m
return dx, dy, dx + m, dy, dx + m, dy + m, dx, dy + m
def tex_coords(top, bottom, side):
""" Return a list of the texture squares for the top, bottom and side.
"""
top = tex_coord(*top)
bottom = tex_coord(*bottom)
side = tex_coord(*side)
result = [
(top),
(bottom),
(side),
(side),
(side),
(side),
]
"""result = []
result.extend(top)
result.extend(bottom)
result.extend(side * 4)"""
return result
#block type names and location on template go here
BLOCK1 = tex_coords((3, 0), (3, 0), (3, 0))
def verts(x, y, z, n):
vertices = (
(1+(2*x), -1+(2*y), -1+(2*z)),
(1+(2*x), 1+(2*y), -1+(2*z)),
(-1+(2*x), 1+(2*y), -1+(2*z)),
(-1+(2*x), -1+(2*y), -1+(2*z)),
(1+(2*x), -1+(2*y), 1+(2*z)),
(1+(2*x), 1+(2*y), 1+(2*z)),
(-1+(2*x), -1+(2*y), 1+(2*z)),
(-1+(2*x), 1+(2*y), 1+(2*z))
)
return(vertices)
print(verts(0, 0, 0, 1))
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7)
)
colors = (
(1,0,0),
(0,1,0),
(0,0,1),
(0,1,0),
(1,1,1),
(0,1,1),
(1,0,0),
(0,1,0),
(0,0,1),
(1,0,0),
(1,1,1),
(0,1,1),
)
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)
)
forced = False
def Cube(vx,vy,vz,block):
if not forced:
glBegin(GL_QUADS)
y = 0
for surface in surfaces:
x = 0
y+=1
for vertex in surface:
x+=1
#glColor3fv(colors[x])
glTexCoord2f(block[y-1][2*(x-1)], block[y-1][(2*x)-1])
#print(block[y-1][2*(x-1)], block[y-1][(2*x)-1])
glVertex3fv(verts(vx,vy,vz,1)[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verts(vx,vy,vz,1)[vertex])
glEnd()
else:
texX = 0.75
texY = 0.25
glBegin(GL_QUADS)
glTexCoord2f(0.0+texX, 0.0)
glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(0.25+texX, 0.0)
glVertex3f(1.0, -1.0, 1.0)
glTexCoord2f(0.25+texX, 0.25)
glVertex3f(1.0, 1.0, 1.0)
glTexCoord2f(0.0+texX, 0.25)
glVertex3f(-1.0, 1.0, 1.0)
glEnd()
def loadTexture():
textureSurface = pygame.image.load('texture2.png')
textureData = pygame.image.tostring(textureSurface, "RGBA", 1)
width = textureSurface.get_width()
height = textureSurface.get_height()
glColor3f(0.5, 0.5, 0.5)
glEnable(GL_TEXTURE_2D)
texid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texid)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, textureData)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
return texid
glDisable(GL_TEXTURE_2D)
pygame.init()
display = (800, 600)
scree = pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glShadeModel(GL_SMOOTH)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glEnable(GL_LIGHT0)
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5, 1])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1])
"""
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glDepthMask(GL_TRUE)
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
#glEnable(GL_CULL_FACE)
#glCullFace(GL_FRONT)
##glFrontFace(GL_CCW)
##glShadeModel(GL_SMOOTH)
glDepthRange(0.0,1.0)
"""
sphere = gluNewQuadric()
glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glMatrixMode(GL_MODELVIEW)
gluLookAt(0, -8, 0, 0, 0, 0, 0, 0, 1)
viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX)
glLoadIdentity()
# init mouse movement and center mouse on screen
displayCenter = [scree.get_size()[i] // 2 for i in range(2)]
mouseMove = [0, 0]
pygame.mouse.set_pos(displayCenter)
loadTexture()
up_down_angle = 0.0
paused = False
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_RETURN:
run = False
if event.key == pygame.K_PAUSE or event.key == pygame.K_p:
paused = not paused
pygame.mouse.set_pos(displayCenter)
if not paused:
if event.type == pygame.MOUSEMOTION:
mouseMove = [event.pos[i] - displayCenter[i] for i in range(2)]
pygame.mouse.set_pos(displayCenter)
if not paused:
# get keys
keypress = pygame.key.get_pressed()
#mouseMove = pygame.mouse.get_rel()
# init model view matrix
glLoadIdentity()
# apply the look up and down
up_down_angle += mouseMove[1]*0.1
glRotatef(up_down_angle, 1.0, 0.0, 0.0)
# init the view matrix
glPushMatrix()
glLoadIdentity()
# apply the movment
if keypress[pygame.K_w]:
glTranslatef(0,0,0.1)
if keypress[pygame.K_s]:
glTranslatef(0,0,-0.1)
if keypress[pygame.K_d]:
glTranslatef(-0.1,0,0)
if keypress[pygame.K_a]:
glTranslatef(0.1,0,0)
if keypress[pygame.K_LSHIFT]:
glTranslatef(0,0.5,0)
if keypress[pygame.K_SPACE]:
glTranslatef(0,-0.5,0)
# apply the left and right rotation
glRotatef(mouseMove[0]*0.1, 0.0, 1.0, 0.0)
# multiply the current matrix by the get the new view matrix and store the final vie matrix
glMultMatrixf(viewMatrix)
viewMatrix = glGetFloatv(GL_MODELVIEW_MATRIX)
# apply view matrix
glPopMatrix()
glMultMatrixf(viewMatrix)
#glLightfv(GL_LIGHT0, GL_POSITION, [1, -1, 1, 0])
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glPushMatrix()
glEnable(GL_TEXTURE_2D)
Cube(0,0,0,BLOCK1)
Cube(1,0,0,BLOCK1)
Cube(0,1,0,BLOCK1)
Cube(0,0,1,BLOCK1)
Cube(-2,0,0,BLOCK1)
glDisable(GL_TEXTURE_2D)
glColor4f(0.5, 0.5, 0.5, 1)
glBegin(GL_QUADS)
glVertex3f(-10, -10, -2)
glVertex3f(10, -10, -2)
glVertex3f(10, 10, -2)
glVertex3f(-10, 10, -2)
glEnd()
glTranslatef(-1.5, 0, 0)
glColor4f(0.5, 0.2, 0.2, 1)
gluSphere(sphere, 1.0, 32, 16)
glTranslatef(3, 0, 0)
glColor4f(0.2, 0.2, 0.5, 1)
gluSphere(sphere, 1.0, 32, 16)
glColor3f(1, 1, 1)
glPopMatrix()
pygame.display.flip()
pygame.time.wait(10)
pygame.quit()

OpenGL is a state engine. A state is kept until it is changed again. Two-dimensional texturing can be enabled and disabled, see glEnable.
When texturing is activated, by default the color of the pixel is multiplied by the current color, because by default the texture environment mode (GL_TEXTURE_ENV_MODE) is GL_MODULATE. See glTexEnv.
This causes that the color of the piles of the texture is "mixed" by the last color which you have set by glColor4f.
Set a "white" color and enable texturing before you render an object with a texture. Disable texturing before you draw an object with colors:
glColor3f(1.0f, 1.0f, 1.0f)
glEnable(GL_TEXTURE_2D)
# draw object with texture
# [...]
glDisable(GL_TEXTURE_2D)
# draw object with color
# [...]
Changes in your code:
forced = False
def Cube(vx,vy,vz,block):
glColor4f(1, 1, 1, 1) # <--
glEnable(GL_TEXTURE_2D)
if not forced:
glBegin(GL_QUADS)
for y, surface in enumerate(surfaces):
for x, vertex in enumerate(surface):
glTexCoord2f(block[y-1][2*(x-1)], block[y-1][(2*x)-1])
glVertex3fv(verts(vx,vy,vz,1)[vertex])
glEnd()
glDisable(GL_TEXTURE_2D) # <--
glColor4f(0, 0, 0, 1)
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verts(vx,vy,vz,1)[vertex])
glEnd()
# [...]
run = True
while run:
# [...]
Cube(0,0,0,BLOCK1)
Cube(1,0,0,BLOCK1)
Cube(0,1,0,BLOCK1)
Cube(0,0,1,BLOCK1)
Cube(-2,0,0,BLOCK1)
glDisable(GL_TEXTURE_2D) # <--
glColor4f(0.5, 0.5, 0.5, 1)
glBegin(GL_QUADS)
glVertex3f(-10, -10, -2)
glVertex3f(10, -10, -2)
glVertex3f(10, 10, -2)
glVertex3f(-10, 10, -2)
glEnd()
# [...]

Related

OpenGl incomplete formation of the 3d cuboid when i use Gl_lines

from tokenize import Double
from OpenGL.GL import *
from OpenGL.GLU import *
import pygame
from pygame.locals import *
import serial
#ser = serial.Serial('/dev/tty.usbserial', 38400, timeout=1)
ser = serial.Serial('COM5', 38400, timeout=1)
ax = ay = az =0.0
dx = dy = dz =0.0
def resize(width, height):
if height==0:
height=1
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, 1.0*width/height, 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def init():
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
def drawText(position, textString):
font = pygame.font.SysFont ("Courier", 18, True)
textSurface = font.render(textString, True, (255,255,255,255), (0,0,0,255))
textData = pygame.image.tostring(textSurface, "RGBA", True)
glRasterPos3d(*position)
glDrawPixels(textSurface.get_width(), textSurface.get_height(), GL_RGBA, GL_UNSIGNED_BYTE, textData)
def draw():
global rquad
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity()
glTranslatef(0,0.0,-7.0)
osd_text = "pitch: " + str("{0:.2f}".format(ay)) + ", roll: " + str("{0:.2f}".format(ax)) + ", yaw: " + str("{0:.2f}".format(az))
drawText((-2,-2, 2), osd_text)
drawText((-2,2, 0), "PRESS Z TO CALIBRATE OFFSETS")
# the way I'm holding the IMU board, X and Y axis are switched
# with respect to the OpenGL coordinate system
glRotatef((az-dz)*-1, 0.0, 1.0, 0.0) # Yaw, rotate around y-axis
glRotatef(ay-dy ,1.0,0.0,0.0) # Pitch, rotate around x-axis
glRotatef((-1*ax)-dx ,0.0,0.0,1.0) # Roll, rotate around z-axis
glBegin(GL_QUADS)
#glColor3f(0.0,1.0,0.0)
glVertex3f( 1.0, 0.2,-1.0)
glVertex3f(-1.0, 0.2,-1.0)
glVertex3f(-1.0, 0.2, 1.0)
glVertex3f( 1.0, 0.2, 1.0)
#glColor3f(1.0,0.5,0.0)
glVertex3f( 1.0,-0.2, 1.0)
glVertex3f(-1.0,-0.2, 1.0)
glVertex3f(-1.0,-0.2,-1.0)
glVertex3f( 1.0,-0.2,-1.0)
#glColor3f(1.0,0.0,0.0)
glVertex3f( 1.0, 0.2, 1.0)
glVertex3f(-1.0, 0.2, 1.0)
glVertex3f(-1.0,-0.2, 1.0)
glVertex3f( 1.0,-0.2, 1.0)
#glColor3f(1.0,1.0,0.0)
glVertex3f( 1.0,-0.2,-1.0)
glVertex3f(-1.0,-0.2,-1.0)
glVertex3f(-1.0, 0.2,-1.0)
glVertex3f( 1.0, 0.2,-1.0)
#glColor3f(0.0,0.0,1.0)
glVertex3f(-1.0, 0.2, 1.0)
glVertex3f(-1.0, 0.2,-1.0)
glVertex3f(-1.0,-0.2,-1.0)
glVertex3f(-1.0,-0.2, 1.0)
#glColor3f(1.0,0.0,1.0)
glVertex3f( 1.0, 0.2,-1.0)
glVertex3f( 1.0, 0.2, 1.0)
glVertex3f( 1.0,-0.2, 1.0)
glVertex3f( 1.0,-0.2,-1.0)
glEnd()
def read_data():
global ax, ay, az
ax = ay = az = 0
line = ser.readline().decode('utf-8')
line = line.strip()
imu = line.split(',')
ax = float(imu[0])
ay = float(imu[1])
az = float(imu[2])
def main():
video_flags = OPENGL|DOUBLEBUF
global dx, dy, dz
pygame.init()
screen = pygame.display.set_mode((640,480), video_flags)
pygame.display.set_caption("Press Esc to quit")
resize(640,480)
init()
frames = 0
ticks = pygame.time.get_ticks()
while 1:
event = pygame.event.poll()
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit() #* quit pygame properly
break
if event.type == KEYDOWN and event.key == K_z:
dx=ax
dy=ay
dz=az
read_data()
draw()
pygame.display.flip()
frames = frames+1
print ("fps: %d" % ((frames*1000)/(pygame.time.get_ticks()-ticks)))
ser.close()
if __name__ == '__main__': main()
I want to build an IMU visualization tool, this code works fine but as I am a complete beginner I am facing difficulties in building a custom model using GL_QUADS, even when i tried to display the cuboid(previously GL_Quads method) in GL_Lines there were a few portions missing as shown in the image, please guide me on how to build a model in OpenGL, I want to draw a 3D bi-copter in it.
Summary: please guide me on building any type of 3D polygon in OpenGL.
The vertex order of line primitives differs from the vertex order of quads. See GL_LINES not showing up on top of cube?. However, you can draw GL_QUADS and change the rasterization mode with glPolygonMode:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glBegin(GL_QUADS)
#[...]
glEnd()
Minimal example:
import pygame
from OpenGL.GL import *
from OpenGL.GLU import *
class Cube:
def __init__(self):
self.v = [(-1,-1,-1), ( 1,-1,-1), ( 1, 1,-1), (-1, 1,-1), (-1,-1, 1), ( 1,-1, 1), ( 1, 1, 1), (-1, 1, 1)]
self.surfaces = [(0,1,2,3), (5,4,7,6), (4,0,3,7),(1,5,6,2), (4,5,1,0), (3,2,6,7)]
def draw(self):
glEnable(GL_DEPTH_TEST)
glLineWidth(5)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glBegin(GL_QUADS)
for i, quad in enumerate(self.surfaces):
for iv in quad:
glVertex3fv(self.v[iv])
glEnd()
glDisable( GL_POLYGON_OFFSET_FILL )
def set_projection(w, h):
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, w / h, 0.1, 50.0)
glMatrixMode(GL_MODELVIEW)
pygame.init()
window = pygame.display.set_mode((400, 300), pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)
clock = pygame.time.Clock()
set_projection(*window.get_size())
cube = Cube()
angle_x, angle_y = 0, 0
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.VIDEORESIZE:
glViewport(0, 0, event.w, event.h)
set_projection(event.w, event.h)
glLoadIdentity()
glTranslatef(0, 0, -5)
glRotatef(angle_y, 0, 1, 0)
glRotatef(angle_x, 1, 0, 0)
angle_x += 1
angle_y += 0.4
glClearColor(0.5, 0.5, 0.5, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
cube.draw()
pygame.display.flip()
pygame.quit()
exit()

How to set a ligth fixed when a sphere is spinning?

I have a scene with a sphere spinning, just like Earth and the Sun. I can activate the lighting over the object but i notice that the light is moving with the object when spin, illuminating the same face ever. I want to set the light on a fixed point so, the illumination will be fixed while the "Earth" spin, giving the effect of day and night.
I know that if an object is rotated, all the "coordinate system" moves, not the object, so, i think that the ligth is fixed to the system. I tried to find the point where initialy the light is placed using trigonometry but without positive results. How can i place the light in a fixed spot to reach the day/night effect?
This is my code:
import pygame
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
#<some other libraries imports>
def sup_texture(surf):
rgbsurf = pygame.image.tostring(surf, 'RGB')
textID = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texID)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
surfrc = surf.get_rect()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surfrc[2], surfrc[3], 0, GL_RGB, GL_UNSIGNED_BYTE, rgbsurf)
return textID
def texture(arch,arch2):
textID = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, textID)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,arch2[0], arch2[1], 0, GL_RGB, GL_UNSIGNED_BYTE, arch)
glGenerateMipmap(GL_TEXTURE_2D)
return textID
def oglprint(sup):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glDisable(GL_LIGHTING)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, sup)
glBegin(GL_QUADS)
glTexCoord2f(0, 0); glVertex2f(-1, 1)
glTexCoord2f(0, 1); glVertex2f(-1, -1)
glTexCoord2f(1, 1); glVertex2f(1, -1)
glTexCoord2f(1, 0); glVertex2f(1, 1)
glEnd()
glDisable(GL_TEXTURE_2D)
def esfep(vesf,resol,texture,rotpt,punt,tama):
light_ambient = [0.0, 0.0, 0.0, 1.0]
light_diffuse = [1.0, 1.0, 1.0, 1.0]
light_position = [1, 1, 0, 0.0]
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient)
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse)
glLightfv(GL_LIGHT0, GL_POSITION, light_position)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
rotpt = rotpt + vesf
glOrtho(0,resol[0],resol[1],0,-resol[0],resol[1])
glTranslatef(float(punt[0]),float(punt[1]),-resol[1])
glRotatef(270, 1, 0, 0)
glRotatef(rotpt, 0, 0, 1)
glScalef(1*tama/resol[1],1*tama/resol[1],1*tama/resol[1])
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE )
esf = gluNewQuadric()
gluQuadricTexture(esf, GL_TRUE)
glDisable(GL_DEPTH_TEST)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, texture)
gluSphere(esf,round(resol[1]/2), 50, 50)
gluDeleteQuadric(esf)
glDisable(GL_TEXTURE_2D)
glDisable(GL_DEPTH_TEST)
return rotpt
pygame.init()
resol = (1366,768)
opcp = pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.OPENGL | pygame.FULLSCREEN
displayG = pygame.display.set_mode(resol,opcp)
display = pygame.Surface(resol)
imgpl = pygame.image.load('texture.jpg')
imgplt = imgpl.get_size()
imgpl = pygame.transform.smoothscale(imgpl,(1000,500))
imgpltd = pygame.image.tostring(imgpl,'RGB',False)
planpres = texture(imgpltd,imgplt)
rotpt = randint(270,360)
timer = pygame.time.Clock()
RE = tab(display)
while True:
#<some pygame stuff and display blitting>
opsurf = pygame.Surface.copy(display)
pantsp = sup_texture(opsurf)
botact = 1
while botact == 1:
timer.tick(20)
oglprint(pantsp)
rotpt = esfep(0.05,resol,planpres,rotpt,(0,resol[1] + resol[1]/4.5),1000) #this is the printing of the sphere.
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
x_mouse, y_mouse = pygame.mouse.get_pos()
dot = (x_mouse,y_mouse)
for x in range(len(RE)):
if RE[x].collidepoint(dot):
#<some stuff>
botact = 0
glDeleteTextures(pantsp)
The light position (GL_POSITION) an direction (GL_SPOT_DIRECTION) is transformed by the current modelview matrix when glLighv is called. Make sure that the model view matrix is the Identity matrix, before calling glLight, but set the transformations to the model view matrix:
def esfep(vesf,resol,texture,rotpt,punt,tama):
light_ambient = [0.0, 0.0, 0.0, 1.0]
light_diffuse = [1.0, 1.0, 1.0, 1.0]
light_position = [1, 1, 0, 0.0]
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient)
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse)
# set projection matrix
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0,resol[0],resol[1],0,-resol[0],resol[1])
# set model view identity matrix
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
# set light position (multiplied by identity matrix)
glLightfv(GL_LIGHT0, GL_POSITION, light_position)
# set model view transformations
rotpt = rotpt + vesf
glTranslatef(float(punt[0]),float(punt[1]),-resol[1])
glRotatef(270, 1, 0, 0)
glRotatef(rotpt, 0, 0, 1)
glScalef(1*tama/resol[1],1*tama/resol[1],1*tama/resol[1])
# [...]

How do I add an image as texture of my 3D cube in pyopengl

How do I add an image as texture in my cube:
I want to add my self-provided image as the surfaces of my cube while still having some lighting
I am using Visual Studio Code as my compiler
here is the code I copied:
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
( 1, -1, -1), # 0
( 1, 1, -1), # 1
(-1, 1, -1), # 2
(-1, -1, -1), # 3
( 1, -1, 1), # 4
( 1, 1, 1), # 5
(-1, -1, 1), # 6
(-1, 1, 1), # 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),
)
normals = [
( 0, 0, -1), # surface 0
(-1, 0, 0), # surface 1
( 0, 0, 1), # surface 2
( 1, 0, 0), # surface 3
( 0, 1, 0), # surface 4
( 0, -1, 0) # surface 5
]
colors = (
(1,1,1),
(0,1,0),
(0,0,1),
(0,1,0),
(0,0,1),
(1,0,1),
(0,1,0),
(1,0,1),
(0,1,0),
(0,0,1),
)
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7),
)
def Cube():
glBegin(GL_QUADS)
for i_surface, surface in enumerate(surfaces):
x = 0
glNormal3fv(normals[i_surface])
for vertex in surface:
x+=1
glColor3fv(colors[x])
glVertex3fv(verticies[vertex])
glEnd()
glColor3fv(colors[0])
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
global surfaces
pygame.init()
display = (800, 600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
clock = pygame.time.Clock()
glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glMatrixMode(GL_MODELVIEW)
glTranslatef(0, 0, -5)
#glLight(GL_LIGHT0, GL_POSITION, (0, 0, 1, 0)) # directional light from the front
glLight(GL_LIGHT0, GL_POSITION, (5, 5, 5, 1)) # point light from the left, top, front
glLightfv(GL_LIGHT0, GL_AMBIENT, (0, 0, 0, 1))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (1, 1, 1, 1))
glEnable(GL_DEPTH_TEST)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE )
glRotatef(1, 3, 1, 1)
Cube()
glDisable(GL_LIGHT0)
glDisable(GL_LIGHTING)
glDisable(GL_COLOR_MATERIAL)
pygame.display.flip()
clock.tick(60)
main()
The program displays a rotating cube with just colors as its surface
how can I change the surface?
Define the array of texture coordinates:
textureCoordinates = ((0, 0), (0, 1), (1, 1), (1, 0))
Set a white color, but specify the texture coordinates when you draw the cube:
def Cube():
glColor3f(1, 1, 1)
glBegin(GL_QUADS)
for i_surface, surface in enumerate(surfaces):
x = 0
glNormal3fv(normals[i_surface])
for i_vertex, vertex in enumerate(surface):
x+=1
#
glTexCoord2fv(textureCoordinates[i_vertex])
glVertex3fv(verticies[vertex])
glEnd()
Load an image with pygame.image.load(), create the texture object and enable 2 dimensional texturing before the application loop:
def main():
# [...]
image = pygame.image.load('image.png')
datas = pygame.image.tostring(image, 'RGBA')
texID = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texID)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.get_width(), image.get_height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, datas)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glEnable(GL_TEXTURE_2D)
while True:
# [...]
Complete example:
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
( 1, -1, -1), # 0
( 1, 1, -1), # 1
(-1, 1, -1), # 2
(-1, -1, -1), # 3
( 1, -1, 1), # 4
( 1, 1, 1), # 5
(-1, -1, 1), # 6
(-1, 1, 1), # 7
)
textureCoordinates = ((0, 0), (0, 1), (1, 1), (1, 0))
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),
)
normals = [
( 0, 0, -1), # surface 0
(-1, 0, 0), # surface 1
( 0, 0, 1), # surface 2
( 1, 0, 0), # surface 3
( 0, 1, 0), # surface 4
( 0, -1, 0) # surface 5
]
colors = (
(1,1,1),
(0,1,0),
(0,0,1),
(0,1,0),
(0,0,1),
(1,0,1),
(0,1,0),
(1,0,1),
(0,1,0),
(0,0,1),
)
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7),
)
def Cube():
glColor3f(1, 1, 1)
glBegin(GL_QUADS)
for i_surface, surface in enumerate(surfaces):
x = 0
glNormal3fv(normals[i_surface])
for i_vertex, vertex in enumerate(surface):
x+=1
#
glTexCoord2fv(textureCoordinates[i_vertex])
glVertex3fv(verticies[vertex])
glEnd()
glColor3fv(colors[0])
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
global surfaces
pygame.init()
display = (400, 300)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
clock = pygame.time.Clock()
glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glMatrixMode(GL_MODELVIEW)
glTranslatef(0, 0, -5)
#glLight(GL_LIGHT0, GL_POSITION, (0, 0, 1, 0)) # directional light from the front
glLight(GL_LIGHT0, GL_POSITION, (5, 5, 5, 1)) # point light from the left, top, front
glLightfv(GL_LIGHT0, GL_AMBIENT, (0, 0, 0, 1))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (1, 1, 1, 1))
glEnable(GL_DEPTH_TEST)
image = pygame.image.load('image.png')
datas = pygame.image.tostring(image, 'RGBA')
texID = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texID)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.get_width(), image.get_height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, datas)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glEnable(GL_TEXTURE_2D)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE )
glRotatef(1, 3, 1, 1)
Cube()
glDisable(GL_LIGHT0)
glDisable(GL_LIGHTING)
glDisable(GL_COLOR_MATERIAL)
pygame.display.flip()
clock.tick(60)
main()

PyOpenGL not drawing anything after clearing

I used Glut for making window and wanted to draw triangle, then on click button redraw it, but after clearing window I can't draw again. Does something wrong with Buffer depth and buffer bit? If I cleared it do I need to setup both again in my draw function?
def drawSomething():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(-2.5, 0.5, -6.0)
glColor3f( 1.0, 1.5, 0.0 )
glPolygonMode(GL_FRONT, GL_FILL)
glBegin(GL_TRIANGLES)
glVertex3f(2.0,-1.2,0.0)
glVertex3f(2.6,0.0,0.0)
glVertex3f(2.9,-1.2,0.0)
glEnd()
glFlush()
def funcForUpdate():
glClearColor(0.0, 0.0, 0.0, 0)
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glTexCoord2f(0.0, 0.0)
glVertex2f(0.0, 0.0)
glTexCoord2f(0.0, 1.0)
glVertex2f(0.0, width)
glTexCoord2f(1.0, 1.0)
glVertex2f(height, width)
glTexCoord2f(1.0, 0.0)
glVertex2f(height, 0.0)
glEnd()
glFlush()
def resizeUpdateFunc(width, height):
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluOrtho2D(0.0, width, 0.0, height)
def handleKey(bkey,x,y):
key = bkey.decode("utf-8")
if key == "a":
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
drawSomething()
glFlush()
glutInit()
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
glutInitWindowSize(width, height)
glutInitWindowPosition(0, 0)
glutCreateWindow("test")
drawSomething()
glutDisplayFunc(funcForUpdate)
glutReshapeFunc(resizeUpdateFunc)
glutKeyboardFunc(handleKey)
glutMainLoop()
See glutDisplayFunc:
[...] sets the display callback for the current window. [...] The redisplay state for a window can be either set explicitly by calling glutPostRedisplay or implicitly as the result of window damage reported by the window system.
In fact, a triangle is drawn in drawSomething, but it is immediately overdrawn in funcForUpdate.
Add a state drawTriangle and set the state in handleKey:
drawTriangle = False
def handleKey(bkey, x, y):
global drawTriangle
key = bkey.decode("utf-8")
if key == "a":
drawTriangle = not drawTriangle
glutPostRedisplay()
Draw depending on the variable drawTriangle in funcForUpdate:
def funcForUpdate():
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT)
# [...]
if drawTriangle:
# [...]
glFlush()
A complete example:
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
drawTriangle = False
def funcForUpdate():
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT)
glColor3f(1, 1, 0)
glBegin(GL_QUADS)
glVertex2f(0.0, 0.0)
glVertex2f(0, height)
glVertex2f(width, height)
glVertex2f(width, 0)
glEnd()
if drawTriangle:
glPushMatrix()
glLoadIdentity()
glTranslate(width/2, height/2, 0)
glColor3f(1, 0, 0)
glBegin(GL_TRIANGLES)
glVertex3f(-width/4, -height/4, 0)
glVertex3f(width/4, -height/4, 0)
glVertex3f(width/4, height/4, 0)
glEnd()
glPopMatrix()
glFlush()
def resizeUpdateFunc(width, height):
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluOrtho2D(0.0, width, 0.0, height)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def handleKey(bkey, x, y):
global drawTriangle
key = bkey.decode("utf-8")
if key == "a":
drawTriangle = not drawTriangle
glutPostRedisplay()
width, height = 320, 200
glutInit()
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
glutInitWindowSize(width, height)
glutInitWindowPosition(0, 0)
glutCreateWindow("test")
glutDisplayFunc(funcForUpdate)
glutReshapeFunc(resizeUpdateFunc)
glutKeyboardFunc(handleKey)
glutMainLoop()

Adding different textures to differents objects using PyOpenGL

I feel kind of stupid for asking this, but I've tried almost every example and proved every solution.
I'm trying to create a endless runner game using pyOpenGL and pygames, and facing many troubles, one of them is the following: I'm trying to render 2 textures for differents objects using pyOpenGL glBindTexture(GL_TEXTURE_2D, id). I have a main object, that is a cube, called cube and I also have an array of cube. I want to render a texture in cube and a different one all the cubes in the array, but everytime I try to do this the last texture "rendered" overlaps the previus one. What could I do?
Here is my code:
# Execute with Python 3
import os
import pygame
import random
import math
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
camera_x = 0
camera_z = 0
camera_y = 0
x = 0
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]
]
textureSurface = pygame.image.load('./textures/ursa.png'), pygame.image.load('./textures/caja.png')
textureData = pygame.image.tostring(textureSurface[0], "RGBA"), pygame.image.tostring(textureSurface[1], "RGBA")
width = textureSurface[0].get_width(), textureSurface[1].get_width()
height = textureSurface[0].get_height(), textureSurface[1].get_height()
class Ground:
global camera_z
def __init__(self):
self.ground_vertices = (
(-11, -2.01, 20),
(11, -2.01, 20),
(11, -2.01, -300),
(-11, -2.01, -300)
)
def draw(self):
glPushMatrix()
glTranslatef(0, 0, camera_z)
glBegin(GL_QUADS)
for vertex in self.ground_vertices:
glColor3fv((0, 0.5, 0.5))
glVertex3fv(vertex)
glEnd()
glPopMatrix()
class Cube:
def __init__(self, texture=False):
self.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]
]
self.surfaces = (
(0, 1, 6, 7),
(0, 1, 2, 3),
(0, 3, 4, 7),
(1, 2, 6, 5),
(2, 3, 4, 5),
(4, 5, 6, 7)
)
self.colors = (
(105 / 255, 210 / 255, 231 / 255),
(167 / 255, 219 / 255, 216 / 255),
(224 / 255, 228 / 255, 204 / 255),
(243 / 255, 134 / 255, 48 / 255)
)
self.vertices_texture = (
(0.0, 0.0),
(1.0, 0.0),
(1.0, 1.0),
(0.0, 1.0),
)
self.texture = texture
self.center = [0, 0, 0]
def draw(self):
if self.texture:
glEnable(GL_TEXTURE_2D)
glColor3f(1, 1, 1)
glBegin(GL_QUADS)
if self.texture:
for surface in self.surfaces:
for x, vertex in enumerate(surface):
glTexCoord2fv(self.vertices_texture[x])
glVertex3fv(self.vertices[vertex])
else:
for surface in self.surfaces:
for x, vertex in enumerate(surface):
glColor3fv(self.colors[x])
glVertex3fv(self.vertices[vertex])
self.center = [
(self.vertices[2][0]+self.vertices[7][0])/2,
(self.vertices[2][1]+self.vertices[7][1])/2,
(self.vertices[2][2]+self.vertices[7][2])/2
]
glEnd()
if self.texture:
glDisable(GL_TEXTURE_2D)
def set_vertices(self, max_distance, min_distance=-40):
x_value_change = random.randrange(-10, 10)
y_value_change = -1
z_value_change = random.randrange(-1 * max_distance, min_distance)
new_vertices = []
for vertex in Vertices:
new_vertex = []
new_x = vertex[0] + x_value_change
new_y = vertex[1] + y_value_change
new_z = vertex[2] + z_value_change
new_vertex.append(new_x)
new_vertex.append(new_y)
new_vertex.append(new_z)
new_vertices.append(new_vertex)
self.vertices = new_vertices
def rotate(self):
glPushMatrix()
glRotatef(25, 1, 0, 0)
glPopMatrix()
def loadTexture(self, file):
glEnable(GL_TEXTURE_2D)
id = [0]*2
glGenTextures(2, id)
if file == 0:
glBindTexture(GL_TEXTURE_2D, id[0])
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width[0], height[0], 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData[0])
if file == 1:
glBindTexture(GL_TEXTURE_2D, id[1])
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width[1], height[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData[1])
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glDisable(GL_TEXTURE_2D)
#return texid
def leave(event):
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
quit()
def main():
global camera_x, camera_y, camera_z, x
pygame.init()
display = (800, 600)
pygame.display.set_mode(display, DOUBLEBUF | OPENGL | OPENGLBLIT)
max_distance = 300
gluPerspective(45, (display[0] / display[1]), 0.1, max_distance)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glTranslatef(0, -10 / 2.4, -50)
ground = Ground()
cube = Cube(True)
cube.loadTexture(0)
my_cubes = []
for i in range(20):
tmp_cube = Cube(True)
tmp_cube.loadTexture(1)
tmp_cube.set_vertices(max_distance)
my_cubes.append(tmp_cube)
while True:
for event in pygame.event.get():
leave(event)
# movInverse(event)
M = glGetDoublev(GL_MODELVIEW_MATRIX)
# print(M)
camera_x = M[3][0]
camera_y = M[3][1]
camera_z = M[3][2]
glTranslatef(0, 0, 1.5)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
ground.draw()
glPushMatrix()
if(math.fabs(x) < 11):
glTranslatef(x, -1.5, camera_z-20)
glScalef(1 / 2, 1 / 2, 0)
cube.draw()
glPopMatrix()
for tmp_cube in my_cubes:
tmp_cube.draw()
print(tmp_cube.center)
for tmp_cube in my_cubes:
if camera_z <= tmp_cube.vertices[0][2]:
new_max = int(-1 * (camera_z - max_distance * 2))
tmp_cube.set_vertices(new_max, int(camera_z - max_distance))
pygame.display.flip()
if __name__ == '__main__':
main()
The method loadTexture is supposed to choose what texture is going to apply, but it doesn't, I don't know why. I hope someone could help me. Thanks!
When each cube has its own texture, then add an attribute self.id , which holds the texture for the cube.
Create this texture object and load the texture in the method loadTexture():
class Cube:
# [...]
def loadTexture(self, file):
self.id = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, self.id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width[file], height[file], 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData[file])
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
Bind the texture before the cube is draw (glBindTexture):
class Cube:
# [...]
def draw(self):
if self.texture:
glEnable(GL_TEXTURE_2D)
glColor3f(1, 1, 1)
glBindTexture(GL_TEXTURE_2D, self.id) # <-----
glBegin(GL_QUADS)
# [...]

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