opengl 如何添加随机颜色?

0pizxfdo  于 2022-11-04  发布在  其他
关注(0)|答案(1)|浏览(238)

现在我已经有了立方体,接下来要做的是为每个立方体添加一个随机颜色,但是我在每个立方体上都做这个颜色时遇到了麻烦。正如您在我的代码输出中看到的,立方体的每个面都有相同的颜色,而边是不同的。我在代码中尝试了不同的方法,但是有时立方体的颜色都是相同的。
我想让这些立方体有不同的颜色。
我所需的输出:

下面是代码:

import pygame
import random
from pygame.locals import *

from OpenGL.GL import *
from OpenGL.GLU import *

verticies = ((0.5, -0.5, -0.5), (0.5, 0.5, -0.5), (-0.5, 0.5, -0.5), (-0.5, -0.5, -0.5),
             (0.5, -0.5, 0.5), (0.5, 0.5, 0.5), (-0.5, -0.5, 0.5), (-0.5, 0.5, 0.5))
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))

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)
    )

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),
    )

def Cube():
    glBegin(GL_QUADS)
    x = 0
    for surface in surfaces:
        x+=1
        for vertex in surface:
            glColor3fv(colors[x])
            glVertex3fv(verticies[vertex])
    glEnd()

    glBegin(GL_LINES)
    for edge in edges:
        for vertex in edge:
            glVertex3fv(verticies[vertex])
    glEnd()

def main():
    pygame.init()
    display = (800, 600)
    pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
    glMatrixMode(GL_PROJECTION)
    gluPerspective(60, (display[0]/display[1]), 0.1, 500)
    button_down = False
    glEnable(GL_DEPTH_TEST)

    glMatrixMode(GL_MODELVIEW)  
    modelMatrix = glGetFloatv(GL_MODELVIEW_MATRIX)

    glTranslatef(0.0,0.0, -5)

    while True:
        glPushMatrix()
        glLoadIdentity()

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    glTranslatef(-1, 0, 0)
                if event.key == pygame.K_RIGHT:
                    glTranslatef(1, 0, 0)
                if event.key == pygame.K_UP:
                    glTranslatef(0, 1, 0)
                if event.key == pygame.K_DOWN:
                    glTranslatef(0, -1, 0)
            if event.type == pygame.MOUSEMOTION:
                if button_down == True:
                    glRotatef(event.rel[1], 1, 0, 0)
                    glRotatef(event.rel[0], 0, 1, 0)

        for event in pygame.mouse.get_pressed():
            if pygame.mouse.get_pressed()[0] == 1:
                button_down = True
            elif pygame.mouse.get_pressed()[0] == 0:
                button_down = False

        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        glMultMatrixf(modelMatrix)
        modelMatrix = glGetFloatv(GL_MODELVIEW_MATRIX)

        glLoadIdentity()
        glTranslatef(0, 0, -5)
        glMultMatrixf(modelMatrix)

        for i in range(5):
            glPushMatrix()
            glTranslate(-2+i, 0, 0)
            Cube()
            glPopMatrix()

        glPopMatrix()        
        pygame.display.flip()
        pygame.time.wait(10)

main()
bbmckpt7

bbmckpt71#

定义6种颜色的数组:

colors = [(1,0,0), (0,1,0), (0,0,1), (1,1,0), (1,0,1), (0,1,1)]

不要为每个顶点设置颜色:

def Cube():
    glBegin(GL_QUADS)
    x = 0
    for surface in surfaces:
        x+=1
        for vertex in surface:
            # glColor3fv(colors[x])           <--- DELTETE
            glVertex3fv(verticies[vertex])
    glEnd()

但要为每个立方体设置颜色:

for i in range(5):
    glPushMatrix()
    glTranslate(-2+i, 0, 0)
    glColor3fv(colors[i])                   # <--- INSERT
    Cube()
    glPopMatrix()

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