首页 > 解决方案 > 如何为三角形添加纹理?

问题描述

我正在尝试为三角形添加木质纹理。代码仅适用于三角形。但是在我尝试添加纹理时会引发错误。我认为问题在于 GLSL 或创建 EBO/VBO(不确定)。整个屏幕保持黑色。

这是整个代码。我在这里做错了什么?

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

import glfw
import numpy as np
from PIL import Image

VERTEX_SHADER = """
#version 330
    layout (location = 0) in vec4 position;

    in vec2 InTexCoords;
    out vec2 OutTexCoords;
    
    void main(){
    gl_Position = position;
    OutTexCoords = InTexCoords;
    }
"""

FRAGMENT_SHADER = """
#version 330
    out vec4 FragColor;
    uniform vec4 triangleColor;
    
    in vec2 OutTexCoords;
    uniform sampler2D sampleTex;

    void main() {
    FragColor = texture(sampleTex,OutTexCoords);
    }
"""
shaderProgram = None

def initialize():
    global VERTEXT_SHADER
    global FRAGMENT_SHADER
    global shaderProgram

    #compiling shaders
    vertexshader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER)
    fragmentshader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)

    #creating shaderProgram
    shaderProgram = shaders.compileProgram(vertexshader, fragmentshader)

    #vertex and indices data
                #triangle          #texture
    vertices = [-0.5, -0.5, 0.0,    0.0,0.0,
                 0.5, -0.5, 0.0,    1.0,0.0,
                 0.0, 0.5, 0.0,     0.5,1.0]
    
    indices = [0,1,2]

    vertices = np.array(vertices, dtype=np.float32)
    indices = np.array(vertices, dtype=np.float32)

    #add vertices to buffer
    VBO = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)

    #add indices to buffer
    EBO = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW)
  
    position = 0
    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
    glEnableVertexAttribArray(position)

    texCoords = 1
    glBindAttribLocation( shaderProgram, texCoords, 'InTexCoords')
    glVertexAttribPointer(texCoords,2, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
    glEnableVertexAttribArray(texCoords)

    #creating texture
    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

    image = Image.open("wood.jpg")
    img_data = np.array(list(image.getdata()), np.uint8)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
    
    
def render(window):
    global shaderProgram
  
    glClearColor(0, 0, 0, 1)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
  
    glUseProgram(shaderProgram)

    glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, None)

     
    glUseProgram(0)
    glfw.swap_buffers(window)

def main():
    glfw.init()
    window = glfw.create_window(640, 640,"EXAMPLE PROGRAM",None,None)
    glfw.make_context_current(window)
    initialize()

    while not glfw.window_should_close(window):
        glfw.poll_events()
        render(window)
            
    glfw.terminate()


if __name__ == '__main__':
    main()

我试图按照本教程学习opengl。但是本教程是用 C++ 编写的。此外,我的方法略有不同。我没有在顶点中添加颜色代码。但我不认为这是添加纹理方式的问题。

标签: pythonopenglglsltexture-mappingpyopengl

解决方案


stride 参数glVertexAttribPointer指定连续通用顶点属性之间的字节偏移量。您的属性由具有 3 个组件的顶点坐标和具有 2 个组件的纹理坐标组成。因此,您的 stride 参数必须为 20(5 * 4 字节)而不是 24:

glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))

glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(0))

glVertexAttribPointer(texCoords,2, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))

glVertexAttribPointer(texCoords,2, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(12))

索引的数据类型必须是整数。绘图调用 ( glDrawElements(..., ..., GL_UNSIGNED_INT, ...)) 中的类型必须与此类型匹配。使用uint32而不是float(和vertices-> indices):

indices = np.array(vertices, dtype=np.float32)

indices = np.array(indices, dtype=np.uint32)

glBindAttribLocation必须在程序链接之前(之前)将通用顶点属性索引与命名属性变量( )相关联glLinkProgram
我建议通过Layout Qualifier设置属性索引:

layout (location = 0) in vec4 position;
layout (location = 1) in vec2 InTexCoords;

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