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()
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()
# [...]