Python之OpenGL笔记(25):动态管线绘制球体

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一、目的

1、画一个球体;

二、程序运行结果

在这里插入图片描述

三、球体的生成

在这里插入图片描述

  1、将球体横向向切成30片, 纵向切30片,共900个点,见示意图
  2、循环生成900个点的空间坐标(x,y,z),球面上点C的坐标
  3、 x= R * cos(NumAngleHy) * cos(NumAngleZx)
  4、 y = R * sin(NumAngleHy)
  5、 z = R * cos(NumAngleHy) * sin(NumAngleZx)
  6、将900个点按顺序存入顶点缓冲区,
  7、将相邻的三个点的顺序索引值存入索引缓冲区。
  8、调用OpenGL动态管线进行渲染。

四、glPolygonMode函数

功能:用于控制多边形的显示方式
glPolygonMode是一个函数,原型是:void glPolygonMode(GLenum face,GLenum mode);

  • face这个参数确定显示模式将适用于物体的哪些部分,控制多边形的正面和背面的绘图模式:
    GL_FRONT表示显示模式将适用于物体的前向面(也就是物体能看到的面)
    GL_BACK表示显示模式将适用于物体的后向面(也就是物体上不能看到的面)
    GL_FRONT_AND_BACK表示显示模式将适用于物体的所有面
  • mode这个参数确定选中的物体的面以何种方式显示(显示模式):
    GL_POINT表示显示顶点,多边形用点显示
    GL_LINE表示显示线段,多边形用轮廓显示
    GL_FILL表示显示面,多边形采用填充形式

五、源代码

"""
程序名称:GL_DrawSphere01.py
编程: dalong10
功能: 画一个球体
参考资料:
"""
import myGL_Funcs    #Common OpenGL utilities,see myGL_Funcs.py
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;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform float a;
uniform float b;
uniform float c;
uniform float Rx;
uniform float Ry;
uniform float Rz;
uniform float theta1;

void main(){
	mat4 rot1=mat4(vec4(1.0, 0.0,0.0,0),
				vec4(0.0, 1.0,0.0,0),
				vec4(0.0,0.0,1.0,0.0),
				vec4(a,b,c,1.0));
	mat4 rot3=mat4( vec4(cos(theta1)+Rx*Rx*(1-cos(theta1)),  Rx*Ry*(1-cos(theta1))-Rz*sin(theta1), Rx*Rz*(1-cos(theta1))+Ry*sin(theta1), 0),
				   vec4(Rx*Ry*(1-cos(theta1))+Rz*sin(theta1),cos(theta1)+Ry*Ry*(1-cos(theta1)),Ry*Rz*(1-cos(theta1))-Rx*sin(theta1),0),
				vec4(Rx*Rz*(1-cos(theta1))-Ry*sin(theta1),Ry*Rz*(1-cos(theta1))+Rx*sin(theta1),cos(theta1)+Rz*Rz*(1-cos(theta1)), 0.0),
				vec4(0.0,         0.0,0.0, 1.0));
	gl_Position=uPMatrix * uMVMatrix* rot1 *rot3  *vec4(position.x, position.y, position.z, 1.0);
	}
"""

strFS = """
#version 330 core
out vec3 color;
void main(){
    color = vec3(0,1,1);
	}
"""

VIEW=np.array([-0.8, 0.8, -0.8, 0.8, 1.0, 20.0])  # 视景体的left/right/bottom/top/near/far六个面
SCALE_K=np.array([1.0, 1.0, 1.0])  # 模型缩放比例
cameraPos=np.array([0.0, 0.0, 1.2])  # 眼睛的位置(默认z轴的正方向)
cameraFront=np.array([0.0, 0.0, 0.0])  # 瞄准方向的参考点(默认在坐标原点)
cameraUp=np.array([0.0, 1.0, 0.0])  # 定义对观察者而言的上方(默认y轴的正方向)
WIN_W, WIN_H = 640, 480  # 保存窗口宽度和高度的变量

class FirstSphere:
    def __init__(self, cube_verticeside ,indices):
        # load shaders
        self.program = myGL_Funcs.loadShaders(strVS, strFS)
        glUseProgram(self.program)
        self.vertIndex = glGetAttribLocation(self.program, b"position")
                
        cube_vertices = cube_verticeside    
        self.indices = indices  
                    # set up vertex array object (VAO)
        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)            
                    # set up VBOs
        vertexData = numpy.array(cube_vertices, numpy.float32)
        self.vertexBuffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData, GL_STATIC_DRAW)       
                    # set up EBOs
        indiceData = numpy.array(indices, numpy.int32)
        self.eboID = glGenBuffers(1)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.eboID)
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4 *len(indiceData), indiceData, GL_STATIC_DRAW)              
                    # enable arrays
        glEnableVertexAttribArray(self.vertIndex)
                    # Position attribute
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glVertexAttribPointer(self.vertIndex, 3, GL_FLOAT, GL_FALSE, 0,None)               
                    # unbind VAO
        glBindVertexArray(0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)    
             
    def render(self, xx, yy, zz,  Rx,Ry,Rz,r1,pMatrix,mvMatrix):       
        # use shader
        glUseProgram(self.program)
        # set proj matrix
        glUniformMatrix4fv(glGetUniformLocation(self.program, 'uPMatrix'), 
                          1, GL_FALSE, pMatrix)       
        # set modelview matrix
        glUniformMatrix4fv(glGetUniformLocation(self.program, 'uMVMatrix'), 
                          1, GL_FALSE, mvMatrix)

        glUniform1f(glGetUniformLocation(self.program, "a"), xx)
        glUniform1f(glGetUniformLocation(self.program, "b"), yy)
        glUniform1f(glGetUniformLocation(self.program, "c"), zz) 
        glUniform1f(glGetUniformLocation(self.program, "Rx"), Rx)
        glUniform1f(glGetUniformLocation(self.program, "Ry"), Ry)
        glUniform1f(glGetUniformLocation(self.program, "Rz"), Rz)
        theta1 = r1*PI/180.0
        glUniform1f(glGetUniformLocation(self.program, "theta1"), theta1)
        # bind VAO
        glBindVertexArray(self.vao)
        # draw
        glDrawElements(GL_TRIANGLES, self.indices.size, GL_UNSIGNED_INT, None)
        # unbind VAO
        glBindVertexArray(0)

def drawglobeVBO():
    PI = 3.14159265358979323846264
    statcky = 30 # 横向向切成多少片
    stlicex = 30 # 纵向切多少片
    R = 1.0      # 半径
    angleHy =  (2*PI)/statcky  # 横向每份的角度		算出弧度值
    angleZx =  (2*PI)/stlicex; # 纵向每份的角度		算出弧度值
    NumAngleHy = 0.0 # 当前横向角度
    NumAngleZx = 0.0 # 当前纵向角度
    x=0.0
    y=0.0
    z=0.0
    c=numpy.array([], numpy.float32)
    for j in range(statcky):
        for i in range(stlicex):
            NumAngleHy = angleHy*i # 
            NumAngleZx = angleZx*j #  起点都是轴指向的方向。根据右手定则决定转向,只要转向相同,那么两个就合适
            x = R*np.cos(NumAngleHy)*np.cos(NumAngleZx)  
            y = R*np.sin(NumAngleHy) 
            z = R*np.cos(NumAngleHy)*np.sin(NumAngleZx) 
            c=np.hstack((c,numpy.array([x,y,z], numpy.float32) ))
    return c
 
def drawglobeEBO():
    PI = 3.14159265358979323846264    
    statcky = 30 # 横向向切成多少片
    stlicex = 30 # 纵向切多少片
    vbo = drawglobeVBO()
    only = vbo.size
    num = (int)((only/(3*statcky))*2)
    ebo=numpy.array([], numpy.int)
    for x in range(int(stlicex/2)):  
        for y in range(statcky):
           ebo=np.hstack((ebo,numpy.array([y+x*stlicex,y+x*stlicex+1,y+x*stlicex+stlicex,y+x*stlicex+stlicex+1,y+x*stlicex+stlicex,y+x*stlicex+1]))) 
    return ebo

#Is called whenever a key is pressed/released via GLFW
def on_key(window, key, scancode, action, mods):
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window,1)

if __name__ == '__main__':
    import sys
    import glfw
    import OpenGL.GL as gl
    
    keys=numpy.zeros(1024)
    deltaTime = 0.0
    lastFrame = 0.0   # Time of last frame
    # Initialize the library
    if not glfw.init():
        sys.exit()

    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(640, 480, "GL_DrawSphere01 ", 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)
    PI = 3.14159265358979323846264
     
    # 画球面 
    vert = drawglobeVBO()
    ind  = drawglobeEBO()                  
      
    # Loop until the user closes the window
    a=0          
    firstSphere1 = FirstSphere(vert,ind)
    while not glfw.window_should_close(window):
        currentFrame = glfw.get_time()
        deltaTime = currentFrame - lastFrame       
        lastFrame = currentFrame
        # Render here
        width, height = glfw.get_framebuffer_size(window)
        WIN_W, WIN_H =width, height
        ratio = width / float(height)
        glfw.poll_events()

        gl.glViewport(0, 0, width, height)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        
        glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);  #用于控制多边形的显示方式
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(-ratio, ratio, -1, 1, 1, -1)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
        gl.glClearColor(0.0,0.1,0.1,1.0)
        
        # modelview matrix
        mvMatrix = myGL_Funcs.lookAt(cameraPos, cameraFront, cameraUp)     # 设置视点
        if WIN_W > WIN_H:
            zLeft=VIEW[0] * WIN_W / WIN_H
            zRight=VIEW[1] * WIN_W / WIN_H
            zBottom=VIEW[2]
            zTop=VIEW[3]
            zNear=VIEW[4]
            zFar=VIEW[5]
        else:
            zLeft=VIEW[0] 
            zRight=VIEW[1] 
            zBottom=VIEW[2] * WIN_H / WIN_W
            zTop=VIEW[3] * WIN_H / WIN_W
            zNear=VIEW[4]
            zFar=VIEW[5]

        pMatrix =myGL_Funcs.perspective(zLeft,zRight,zTop,zBottom, zNear, zFar)     
        firstSphere1.render( 0, 0, 0, 0,  1,1, a ,pMatrix, mvMatrix) #地球
        # a=a+1
        # if a>360:
            # a=0         
                
        # Swap front and back buffers
        glfw.swap_buffers(window)       
        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()

六、参考资料

1、大龙10的简书:https://www.jianshu.com/p/49dec482a291
2、xhm01291212的博客:https://blog.csdn.net/xhm01291212/article/details/79198652

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