Python之OpenGL笔记(20):画平面直角坐标系

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一、 目的

1、画平面直角坐标系;

二、程序运行结果

平面直角坐标系

三、numpy.hstack()函数

1、函数

   函数原型:numpy.hstack(tup),其中tup是arrays序列,阵列必须具有相同的形状,除了对应于轴的维度(默认情况下,第一个)。
   等价于np.concatenate(tup,axis=1)

2、例1

   >>> import numpy as np
   >>> a=np.array((1,2,3))
   >>> b=np.array((4,5,6))
   >>> np.hstack((a,b))
   array([1, 2, 3, 4, 5, 6])

3、例2

   >>> a=np.array(([1],[2],[3]))
   >>> b=np.array(([4],[5],[6]))
   >>> np.hstack((a,b))
   array([[1, 4],
   [2, 5],
   [3, 6]])

四、glDrawArrays 函数

1、函数原型:

   GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
   提供绘制功能。当采用顶点数组方式绘制图形时,使用该函数。该函数根据顶点数组中的坐标数据和指定的模式,进行绘制。
   相似功能的函数是 glDrawElements。

2、参数说明:

   mode,绘制方式,OpenGL2.0以后提供以下参数:GL_POINTS、GL_LINES、GL_LINE_LOOP、GL_LINE_STRIP、GL_TRIANGLES、GL_TRIANGLE_STRIP、GL_TRIANGLE_FAN。
   first,从数组缓存中的哪一位开始绘制,一般为0。
   count,数组中顶点的数量。

五、源代码

"""
dalong2020_1.py
Author: dalong10
Description: Draw a Rectangular Coordinates, learning OPENGL 
"""
import glutils    #Common OpenGL utilities,see glutils.py,见 之二
import sys, random, math
import OpenGL
from OpenGL.GL import *
from OpenGL.GL.shaders import *
import numpy 
import numpy as np
import glfw

strVS = """
#version 330 core
layout(location = 0) in vec3 position;
void main(){
	gl_Position = vec4(position.x, position.y, position.z, 1.0);
	}
"""

strFS = """
#version 330 core
out vec4 color;
void main(){
	color = vec4(0.0, 1.0, 0.0, 1.0);
	}
"""

class FirstCircle:
    def __init__(self, myvertices):
        self.vertices = myvertices

        # load shaders                  
        self.program = glutils.loadShaders(strVS, strFS)
        glUseProgram(self.program)
        
        vertices =  myvertices       
        # set up vertex array object (VAO)
        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)
        # set up VBOs
        vertexData = numpy.array(vertices, numpy.float32)
        self.vertexBuffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData, 
                     GL_STATIC_DRAW)
        #enable arrays
        self.vertIndex = 0
        glEnableVertexAttribArray(self.vertIndex)
        # set buffers 
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
        # unbind VAO
        glBindVertexArray(0)

    def render(self, myFS):
        # use shader
        glUseProgram(self.program)
        # bind VAO
        glBindVertexArray(self.vao)
        # draw
        glDrawArrays(GL_LINES, 0, self.vertices.size )
        # unbind VAO
        glBindVertexArray(0)

if __name__ == '__main__':
    import sys
    import glfw
    import OpenGL.GL as gl
    def on_key(window, key, scancode, action, mods):
        if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
            glfw.set_window_should_close(window,1)

    # Initialize the library
    if not glfw.init():
        sys.exit()

    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(400, 400, "Rectangular Coordinates", None, None)
    if not window:
        glfw.terminate()
        sys.exit()

    # Make the window's context current
    glfw.make_context_current(window)
    # Install a key handler
    glfw.set_key_callback(window, on_key)
    
    t=0.9
    c=numpy.array([-t,0,0, t,0,0 , 0,t,0 , 0, -t, 0] , numpy.float32) #X,Y轴
    
    for i in range(19):    #X轴画线
        x=float(t*(-9.0+i)/10)
        c_i=numpy.array([x,0,0,x,0.02,0], numpy.float32)
        c=np.hstack((c,c_i ))
    c_i=numpy.array([t,0,0,t-0.02,0.02,0 , t,0,0,t-0.02,-0.02,0 ], numpy.float32)
    c=np.hstack((c,c_i ))
        
    for i in range(19):    #Y轴画线
        y=float(t*(-9.0+i)/10)
        c_i=numpy.array([0,y,0,0.02,y,0], numpy.float32)
        c=np.hstack((c,c_i ))
    c_i=numpy.array([0,t,0,0.02,t-0.02,0 ,0, t,0,-0.02,t-0.02,0 ], numpy.float32)
    c=np.hstack((c,c_i ))

     
    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        # Render here
        width, height = glfw.get_framebuffer_size(window)
        ratio = width / float(height)
        gl.glViewport(0, 0, width, height)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        gl.glClearColor(0.0,0.0,4.0,0.0)
        firstCircle0 = FirstCircle(c)
        # render
        firstCircle0.render(0)
        # Swap front and back buffers
        glfw.swap_buffers(window)
        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()

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