我该如何将我的Pygame游戏"blit"到一个OpenGL表面上?

4
我使用Pygame构建了整个游戏并想将其放在Steam上。最后我发现需要OpenGL支持才能运行Steam的覆盖层。初始化显示器的代码如下:
screen = pygame.display.set_mode((screen_width, screen_height), HWSURFACE | DOUBLEBUF | OPENGL)
有没有什么办法可以创建一个OpenGL表面并将整个游戏贴到该表面上,以便获得OpenGL功能(Steam覆盖层),而无需重新编写大量代码和重建许多游戏内容?游戏不会使用太多资源,所以我认为不会有很多延迟(希望如此),所以这绝对是我想尝试的路线。
除了在不同库中重新制作游戏之外,我还有其他选择吗?

你可以将“屏幕”表面贴图到一个矩形上。PyGame OpenGL支持是否使用硬件?否则,我猜它会很慢。顺便问一下,“Steam的覆盖层”是什么? - Kingsley
Steam 覆盖层 - 当您通过 Steam 应用程序运行游戏时,按下 Shift + Tab - kennex
1个回答

5

基于这个问题:OpenGL中绘制矩形纹理,讨论了在PyGame中对一个OpenGL矩形进行纹理映射~

以下是一些绘制到"屏幕外"PyGame表面的代码。在每次主循环迭代时,该表面会被转换为OpenGL纹理映射。然后将此纹理映射映射到填充屏幕的矩形上。

代码是一个相当简单的示例,也许你需要稍微优化一下。

import pygame
import sys
from OpenGL.GL import *
from pygame.locals import *

# set pygame screen
pygame.init()
pygame.display.set_mode((500, 500), OPENGL | DOUBLEBUF)
pygame.display.init()
info = pygame.display.Info()

#colours
MIDNIGHT = (  15,   0, 100 )
BUTTER   = ( 255, 245, 100 )

# basic opengl configuration
glViewport(0, 0, info.current_w, info.current_h)
glDepthRange(0, 1)
glMatrixMode(GL_PROJECTION)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glDisable(GL_DEPTH_TEST)
glDisable(GL_LIGHTING)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glEnable(GL_BLEND)


###
### Function to convert a PyGame Surface to an OpenGL Texture
### Maybe it's not necessary to perform each of these operations
### every time.
###
texID = glGenTextures(1)
def surfaceToTexture( pygame_surface ):
    global texID
    rgb_surface = pygame.image.tostring( pygame_surface, 'RGB')
    glBindTexture(GL_TEXTURE_2D, texID)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
    surface_rect = pygame_surface.get_rect()
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface_rect.width, surface_rect.height, 0, GL_RGB, GL_UNSIGNED_BYTE, rgb_surface)
    glGenerateMipmap(GL_TEXTURE_2D)
    glBindTexture(GL_TEXTURE_2D, 0)


# create pygame clock
clock = pygame.time.Clock()

# make an offscreen surface for drawing PyGame to
offscreen_surface = pygame.Surface((info.current_w, info.current_h))
text_font = pygame.font.Font( None, 30 ) # some default font

done = False
while not done:
    # get quit event
    for event in pygame.event.get():
        if event.type == QUIT:
            done = True

    # Do all the PyGame operations to the offscreen surface
    # So any backgrounds, sprites, etc. will get drawn to the offscreen
    # rather than to the default window/screen.
    offscreen_surface.fill( MIDNIGHT )
    # write some nonsense to put something changing on the screen
    words = text_font.render( "β-Moé-Moé count: "+str( pygame.time.get_ticks() ), True, BUTTER )
    offscreen_surface.blit( words, (50, 250) )


    # prepare to render the texture-mapped rectangle
    glClear(GL_COLOR_BUFFER_BIT)
    glLoadIdentity()
    glDisable(GL_LIGHTING)
    glEnable(GL_TEXTURE_2D)
    #glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    #glClearColor(0, 0, 0, 1.0)

    # draw texture openGL Texture
    surfaceToTexture( offscreen_surface )
    glBindTexture(GL_TEXTURE_2D, texID)
    glBegin(GL_QUADS)
    glTexCoord2f(0, 0); glVertex2f(-1, 1)
    glTexCoord2f(0, 1); glVertex2f(-1, -1)
    glTexCoord2f(1, 1); glVertex2f(1, -1)
    glTexCoord2f(1, 0); glVertex2f(1, 1)
    glEnd()

    pygame.display.flip()
    clock.tick(60)

pygame.quit()

谢谢!那个有效了!我肯定需要研究一下优化,因为由于之前的纹理,更改游戏视图时会产生一点小卡顿。我必须研究一下我的选择。再次感谢! - kennex

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