I have Python 3.8.2, and I'm trying to create my own minecraft armor renderer, and I've run into a problem that I just can't wrap my head around (Render). Obviously I don't want the top of the shoulder to be floating above the shoulder, but it isn't anything to do with the texture (An Example Texture which I got directly by saving the pyglet texture).
How do I fix this and how can I avoid this in the future? If you need me to give more information or more specific information, I can update this and respond. (I'm new to pyglet, so criticism and advice welcome.)
My two armor layers: (Armor Layer 1, Armor Layer 2)
The code I'm worried about:
from pyglet.window import key
import math, os, shutil
from PIL import Image, ImageOps
class Model():
def get_tex(self,file):
tex = pyglet.image.load(file).get_texture()
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
return pyglet.graphics.TextureGroup(tex)
def __init__(self,pos = (0,0,-1),size = (16,16,16),bottom='ancient_debris_top.png',top='ancient_debris_top.png',back='ancient_debris_side.png',front='ancient_debris_side.png',left='ancient_debris_side.png',right='ancient_debris_side.png'):
self.top = self.get_tex(top)
self.bottom = self.get_tex(bottom)
self.back = self.get_tex(back)
self.front = self.get_tex(front)
self.left = self.get_tex(left)
self.right = self.get_tex(right)
self.batch = pyglet.graphics.Batch()
tex_coords = ('t2f',(0,0, 1,0, 1,1, 0,1, ))
x,y,z = pos[0]*4, pos[1]*4, pos[2]*4
X,Y,Z = x+size[0]/4,y+size[1]/4,z+size[2]/4
self.batch.add(4,GL_QUADS,self.left,('v3f',(x,y,z, x,y,Z, x,Y,Z, x,Y,z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.right,('v3f',(X,y,Z, X,y,z, X,Y,z, X,Y,Z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.bottom,('v3f',(x,y,z, X,y,z, X,y,Z, x,y,Z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.top,('v3f',(x,Y,Z, X,Y,Z, X,Y,z, x,Y,z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.back,('v3f',(X,y,z, x,y,z, x,Y,z, X,Y,z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.front,('v3f',(x,y,Z, X,y,Z, X,Y,Z, x,Y,Z, )),tex_coords)
def draw(self):
self.batch.draw()
class Window(pyglet.window.Window):
def push(self,pos,rot): glPushMatrix(); glRotatef(-rot[0],1,0,0); glRotatef(-rot[1],0,1,0); glTranslatef(-pos[0],-pos[1],-pos[2],)
def Projection(self): glMatrixMode(GL_PROJECTION); glLoadIdentity()
def Model(self): glMatrixMode(GL_MODELVIEW); glLoadIdentity()
def set2d(self): self.Projection(); gluOrtho2D(0,self.width,0,self.height); self.Model()
def set3d(self): self.Projection(); gluPerspective(70,self.width/self.height,0.05,1000); self.Model()
def setLock(self,state): self.lock = state; self.set_exclusive_mouse(state)
lock = False; mouse_lock = property(lambda self:self.lock,setLock)
def __init__(self,*args,**kwargs):
super().__init__(*args,**kwargs)
self.set_minimum_size(300,200)
self.keys = key.KeyStateHandler()
self.push_handlers(self.keys)
pyglet.clock.schedule(self.update)
self.model = Model(pos=(0,1,-1),size=(8,8,8),front='head/head_front.png',back='head/head_back.png',top='head/head_top.png',bottom='head/head_bottom.png',left='head/head_left.png',right='head/head_right.png')
self.model2 = Model(pos=(0,0.375,-0.875),size=(8,12,4),front='chest/chest_front.png',back='chest/chest_back.png',top='chest/chest_top.png',bottom='chest/chest_bottom.png',left='chest/chest_left.png',right='chest/chest_right.png')
self.model3 = Model(pos=(0.5,0.375,-0.875),size=(4,12,4),front='shoulder_right/shoulder_right_front.png',back='shoulder_right/shoulder_right_back.png',top='shoulder_right/shoulder_right_top.png',bottom='shoulder_right/shoulder_right_bottom.png',left='shoulder_right/shoulder_right_left.png',right='shoulder_right/shoulder_right_right.png')
self.model4 = Model(pos=(-0.25,0.375,-0.875),size=(4,12,4),front='shoulder_left/shoulder_left_front.png',back='shoulder_left/shoulder_left_back.png',top='shoulder_left/shoulder_left_top.png',bottom='shoulder_left/shoulder_left_bottom.png',left='shoulder_left/shoulder_left_left.png',right='shoulder_left/shoulder_left_right.png')
self.player = Player((0.5,1.5,1.5),(-30,0))
def on_mouse_motion(self,x,y,dx,dy):
if self.mouse_lock: self.player.mouse_motion(dx,dy)
def on_key_press(self,KEY,MOD):
if KEY == key.ESCAPE:
self.close()
rmallfolders()
elif KEY == key.E: self.mouse_lock = not self.mouse_lock
def update(self,dt):
self.player.update(dt,self.keys)
def on_draw(self):
self.clear()
self.set3d()
self.push(self.player.pos,self.player.rot)
self.model.draw()
self.model2.draw()
self.model3.draw()
self.model4.draw()
glPopMatrix()
My entire code:
from pyglet.window import key
import math, os, shutil
from PIL import Image, ImageOps
class Model():
def get_tex(self,file):
tex = pyglet.image.load(file).get_texture()
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
return pyglet.graphics.TextureGroup(tex)
def __init__(self,pos = (0,0,-1),size = (16,16,16),bottom='ancient_debris_top.png',top='ancient_debris_top.png',back='ancient_debris_side.png',front='ancient_debris_side.png',left='ancient_debris_side.png',right='ancient_debris_side.png'):
self.top = self.get_tex(top)
self.bottom = self.get_tex(bottom)
self.back = self.get_tex(back)
self.front = self.get_tex(front)
self.left = self.get_tex(left)
self.right = self.get_tex(right)
self.batch = pyglet.graphics.Batch()
tex_coords = ('t2f',(0,0, 1,0, 1,1, 0,1, ))
x,y,z = pos[0]*4, pos[1]*4, pos[2]*4
X,Y,Z = x+size[0]/4,y+size[1]/4,z+size[2]/4
self.batch.add(4,GL_QUADS,self.left,('v3f',(x,y,z, x,y,Z, x,Y,Z, x,Y,z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.right,('v3f',(X,y,Z, X,y,z, X,Y,z, X,Y,Z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.bottom,('v3f',(x,y,z, X,y,z, X,y,Z, x,y,Z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.top,('v3f',(x,Y,Z, X,Y,Z, X,Y,z, x,Y,z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.back,('v3f',(X,y,z, x,y,z, x,Y,z, X,Y,z, )),tex_coords)
self.batch.add(4,GL_QUADS,self.front,('v3f',(x,y,Z, X,y,Z, X,Y,Z, x,Y,Z, )),tex_coords)
def draw(self):
self.batch.draw()
class Player:
def __init__(self,pos=(0,0,0),rot=(0,0)):
self.pos = list(pos)
self.rot = list(rot)
def mouse_motion(self,dx,dy):
dx/=8; dy/=8; self.rot[0]+=dy; self.rot[1]-=dx
if self.rot[0]>90: self.rot[0] = 90
elif self.rot[0]<-90: self.rot[0] = -90
def update(self,dt,keys):
s = dt*10
rotY = -self.rot[1]/180*math.pi
dx,dz = s*math.sin(rotY),s*math.cos(rotY)
if keys[key.W]: self.pos[0]+=dx; self.pos[2]-=dz
if keys[key.S]: self.pos[0]-=dx; self.pos[2]+=dz
if keys[key.A]: self.pos[0]-=dz; self.pos[2]-=dx
if keys[key.D]: self.pos[0]+=dz; self.pos[2]+=dx
if keys[key.SPACE]: self.pos[1]+=s
if keys[key.LSHIFT]: self.pos[1]-=s
class Window(pyglet.window.Window):
def push(self,pos,rot): glPushMatrix(); glRotatef(-rot[0],1,0,0); glRotatef(-rot[1],0,1,0); glTranslatef(-pos[0],-pos[1],-pos[2],)
def Projection(self): glMatrixMode(GL_PROJECTION); glLoadIdentity()
def Model(self): glMatrixMode(GL_MODELVIEW); glLoadIdentity()
def set2d(self): self.Projection(); gluOrtho2D(0,self.width,0,self.height); self.Model()
def set3d(self): self.Projection(); gluPerspective(70,self.width/self.height,0.05,1000); self.Model()
def setLock(self,state): self.lock = state; self.set_exclusive_mouse(state)
lock = False; mouse_lock = property(lambda self:self.lock,setLock)
def __init__(self,*args,**kwargs):
super().__init__(*args,**kwargs)
self.set_minimum_size(300,200)
self.keys = key.KeyStateHandler()
self.push_handlers(self.keys)
pyglet.clock.schedule(self.update)
self.model = Model(pos=(0,1,-1),size=(8,8,8),front='head/head_front.png',back='head/head_back.png',top='head/head_top.png',bottom='head/head_bottom.png',left='head/head_left.png',right='head/head_right.png')
self.model2 = Model(pos=(0,0.375,-0.875),size=(8,12,4),front='chest/chest_front.png',back='chest/chest_back.png',top='chest/chest_top.png',bottom='chest/chest_bottom.png',left='chest/chest_left.png',right='chest/chest_right.png')
self.model3 = Model(pos=(0.5,0.375,-0.875),size=(4,12,4),front='shoulder_right/shoulder_right_front.png',back='shoulder_right/shoulder_right_back.png',top='shoulder_right/shoulder_right_top.png',bottom='shoulder_right/shoulder_right_bottom.png',left='shoulder_right/shoulder_right_left.png',right='shoulder_right/shoulder_right_right.png')
self.model4 = Model(pos=(-0.25,0.375,-0.875),size=(4,12,4),front='shoulder_left/shoulder_left_front.png',back='shoulder_left/shoulder_left_back.png',top='shoulder_left/shoulder_left_top.png',bottom='shoulder_left/shoulder_left_bottom.png',left='shoulder_left/shoulder_left_left.png',right='shoulder_left/shoulder_left_right.png')
self.player = Player((0.5,1.5,1.5),(-30,0))
def on_mouse_motion(self,x,y,dx,dy):
if self.mouse_lock: self.player.mouse_motion(dx,dy)
def on_key_press(self,KEY,MOD):
if KEY == key.ESCAPE:
self.close()
rmallfolders()
elif KEY == key.E: self.mouse_lock = not self.mouse_lock
def update(self,dt):
self.player.update(dt,self.keys)
def on_draw(self):
self.clear()
self.set3d()
self.push(self.player.pos,self.player.rot)
self.model.draw()
self.model2.draw()
self.model3.draw()
self.model4.draw()
glPopMatrix()
def readfile1(filename):
rawimage=Image.open(filename)
#left, top, right, bottom
head_top = rawimage.crop((8,0,16,8)); head_left = rawimage.crop((0,8,8,16)); head_front = rawimage.crop((8,8,16,16)); head_right = rawimage.crop((16,8,24,16)); head_back = rawimage.crop((24,8,32,16)); head_bottom=Image.open("empty_bottom_head.png"); os.mkdir("head")
head_top.save('head/head_top.png'); head_left.save('head/head_left.png'); head_front.save('head/head_front.png'); head_right.save('head/head_right.png'); head_back.save('head/head_back.png'); head_bottom.save('head/head_bottom.png')
chest_top = Image.open("empty_bottom_head.png"); chest_front = rawimage.crop((20,20,28,32)); chest_left = rawimage.crop((16,20,20,32)); chest_right = rawimage.crop((28,20,32,32)); chest_back = rawimage.crop((32,20,40,32)); chest_bottom = Image.open("empty_bottom_head.png"); os.mkdir("chest")
chest_top.save('chest/chest_top.png'); chest_left.save('chest/chest_left.png'); chest_front.save('chest/chest_front.png'); chest_right.save('chest/chest_right.png'); chest_back.save('chest/chest_back.png'); chest_bottom.save('chest/chest_bottom.png')
shoulder_right_top = rawimage.crop((44,16,48,20)); shoulder_right_front = rawimage.crop((44,20,48,32)); shoulder_right_left = rawimage.crop((40,20,44,32)); shoulder_right_right = rawimage.crop((48,20,52,32)); shoulder_right_back = rawimage.crop((52,20,56,32)); shoulder_right_bottom = Image.open("empty_bottom_head.png"); os.mkdir("shoulder_right")
shoulder_right_top.save('shoulder_right/shoulder_right_top.png'); shoulder_right_left.save('shoulder_right/shoulder_right_left.png'); shoulder_right_front.save('shoulder_right/shoulder_right_front.png'); shoulder_right_right.save('shoulder_right/shoulder_right_right.png'); shoulder_right_back.save('shoulder_right/shoulder_right_back.png'); shoulder_right_bottom.save('shoulder_right/shoulder_right_bottom.png')
shoulder_left_top = ImageOps.mirror(shoulder_right_top); shoulder_left_bottom = ImageOps.mirror(shoulder_right_bottom); shoulder_left_right = ImageOps.mirror(shoulder_right_left); shoulder_left_left = ImageOps.mirror(shoulder_right_right); shoulder_left_front = ImageOps.mirror(shoulder_right_front); shoulder_left_back = ImageOps.mirror(shoulder_right_back); os.mkdir('shoulder_left')
shoulder_left_top.save('shoulder_left/shoulder_left_top.png'); shoulder_left_left.save('shoulder_left/shoulder_left_left.png'); shoulder_left_front.save('shoulder_left/shoulder_left_front.png'); shoulder_left_right.save('shoulder_left/shoulder_left_right.png'); shoulder_left_back.save('shoulder_left/shoulder_left_back.png'); shoulder_left_bottom.save('shoulder_left/shoulder_left_bottom.png')
def rmallfolders():
folders = ['head','chest','shoulder_right','shoulder_left']
for i in folders:
try:
shutil.rmtree(i)
except:
pass
if __name__ == '__main__':
rmallfolders()
readfile1('ruby_layer_1.png')
window = Window(width=854,height=480,caption='3-D Modeller',resizable=True)
glClearColor(0.5,0.7,1,1)
glEnable(GL_DEPTH_TEST)
#glEnable(GL_CULL_FACE)
pyglet.app.run()
Thanks so much!