[英]mixing 2d and 3d in opengl (using pyglet)
I am trying to mix 2d and 3d in opengl in pyglet, ie draw a 3d scene then switch to orthographic projection and draw stuff over the top. 我试图在pyglet中混合使用opengl中的2d和3d,即绘制一个3d场景,然后切换到正交投影并在顶部绘制内容。 I draw the 3d stuff, push the projection matrix to the stack, do a glOrtho projection matrix, draw the 2d stuff, then pop the previous matrix off the stack.
我绘制3d东西,将投影矩阵推到堆栈,做一个glOrtho投影矩阵,绘制2d的东西,然后从堆栈中弹出前一个矩阵。 The 3d stuff draws fine but for some reason the 2d part isn't drawing at all, even on its own.
3d的东西很好,但由于某种原因,2d部分根本没有绘制,即使是单独的。 Here's the code:
这是代码:
class Window(pyglet.window.Window):
# resolution
width, height = 1024, 786
def __init__(self, width, height):
# initialise window
super(Window, self).__init__(width, height)
# set title
self.set_caption("OpenGL Doss")
# call update() at 30fps
pyglet.clock.schedule_interval(self.update, 1 / 30.0)
glEnable(GL_TEXTURE_2D) # enable textures
glShadeModel(GL_SMOOTH) # smooth shading of polygons
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) # make stuff look nice
self.world = World() # initialise world
self.label = pyglet.text.Label('Hello, world',
font_name='Times New Roman',
font_size=20,
width=10, height=10)
def on_resize(self, width, height):
print 'on resize'
if height == 0:
height = 1
glViewport(0, 0, width, height) # specify viewport
# load perspective projection matrix
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, 1.0 * width / height, 0.1, 100.0)
#glLoadIdentity()
def on_draw(self):
self.set3d()
# draw 3d stuff
self.world.draw()
self.set2d()
# draw 2d stuff
self.draw2d()
self.unSet2d()
def update(self, dt):
"called at set interval during runtime"
#maze = self.world.maze
maze_platform = self.world.maze_platform
pacman = maze_platform.maze.pacman
maze_platform.update()
# send it world pointer
pacman.update(self.world)
def on_key_press(self, symbol, modifiers):
control.press(symbol, modifiers)
def on_key_release(self, symbol, modifiers):
control.release(symbol, modifiers)
def set3d(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glEnable(GL_DEPTH_TEST) # enable depth testing
# reset modelview matrix
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def set2d(self):
glDisable(GL_DEPTH_TEST)
# store the projection matrix to restore later
glMatrixMode(GL_PROJECTION)
glPushMatrix()
# load orthographic projection matrix
glLoadIdentity()
#glOrtho(0, float(self.width),0, float(self.height), 0, 1)
far = 8192
glOrtho(-self.width / 2., self.width / 2., -self.height / 2., self.height / 2., 0, far)
# reset modelview
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
#glClear(GL_COLOR_BUFFER_BIT)
def unSet2d(self):
# load back the projection matrix saved before
glMatrixMode(GL_PROJECTION)
glPopMatrix()
def draw2d(self):
z=-6
n=100
glTranslatef(0, 0.0, -z)
glBegin(GL_TRIANGLES)
glVertex3f(0.0, n, 0.0)
glVertex3f(-n, -n, 0)
glVertex3f(n, -n, 0)
glEnd()
def main():
window = Window(Window.width, Window.height)
pyglet.app.run()
print 'framerate:', pyglet.clock.get_fps(), '(error checking = %s)' % pyglet.options['debug_gl']
if __name__ == '__main__': main()
#command = 'main()'
#cProfile.run(command)
I would recommend that you fully reset the modelview and projection matrices on each render, and then don't use push/pop when you go from 3d to 2d. 我建议您完全重置每个渲染上的模型视图和投影矩阵,然后在从3d到2d时不要使用push / pop。
However, I suspect that you are using bad coordinates so the scene is drawing outside the clip planes. 但是,我怀疑您使用的是不良坐标,因此场景正在剪裁平面之外绘制。 In partciular I am a tad suspicious of putting the near clipping plane at zero.
在partciular中,我有点怀疑将近剪裁平面置于零。 Normally 2d elements are drawn with z=0.
通常用z = 0绘制2d元素。
Try putting the near clip-plane at -1. 尝试将近剪裁平面置于-1。
I'm also a bit unsure why you're calling glTranslatef(0, 0.0, -z) in draw2d, I wouldn't bother. 我也有点不确定为什么你在draw2d中调用glTranslatef(0,0.0,-z),我不会打扰。
In draw2d()
try glDisable(GL_TEXTURE_2D)
and glColor3ub(255,255,255)
before drawing your triangle. 在
draw2d()
在绘制三角形之前尝试glDisable(GL_TEXTURE_2D)
和glColor3ub(255,255,255)
。
Make sure to re- glEnable(GL_TEXTURE_2D)
before calling world.draw()
again if it uses textured geometry. 如果使用纹理几何体,请确保在再次调用
world.draw()
之前重新glEnable(GL_TEXTURE_2D)
。
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