python - pyopengl - 纹理未按应有的方式渲染
问题描述
这是我试图在屏幕上纹理的原始 2d 256x256 图像。但由于某种原因,它不会在没有 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) 线的情况下呈现。当它的渲染因为 pic 是 2d 时,我发送属性指针 uv 的大小为 2,带有 glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, 0, None) 但事实证明是这样的。 当我只是为了尝试而将其设置为 3 时,它就像这样 ,我尝试它并没有更好地改变我在这里做错了什么?我真的可以用另一双眼睛。谢谢你。这是我的代码:
import glfw
from OpenGL.GL import *
# from OpenGL.GL.shaders import compileShader, compileProgram
import numpy as np
from math import radians
from pyrr import matrix44, Vector3
from PIL import Image
# ----------------------------------------------------------------------
if not glfw.init():
raise Exception("GLFW not initialized")
window = glfw.create_window(800, 600, "personal", None, None)
if not window:
glfw.terminate()
raise Exception("window did not created")
glfw.set_window_pos(window, xpos=200, ypos=50)
glfw.make_context_current(window)
# ----------------------------------------------------------------------
vertices = np.array([-0.7, 0.7, 0.0,
-0.7, -0.7, 0.0,
0.7, -0.7, 0.0,
0.7, 0.7, 0.0], dtype=np.float32)
indices = np.array([0, 1, 3,
3, 1, 2], dtype=np.uint32)
# color = np.array([0.0, 0.0, 0.0,
# 0.0, 0.0, 0.0,
# 0.0, 0.0, 0.0,
# 0.0, 0.0, 0.0], dtype=np.float32)
texture_coord = np.array([0, 0,
0, 1,
1, 1,
1, 0], dtype=np.uint32)
# --------------------------------------------------------------------- TRANSFORMATION CALCULATION
matrix = matrix44.create_identity(dtype=np.float32)
matrix = np.dot(matrix44.create_from_translation(Vector3([0.0, 0.0, 0.0])), matrix)
matrix = np.dot(matrix44.create_from_x_rotation(radians(0)), matrix)
matrix = np.dot(matrix44.create_from_y_rotation(radians(0)), matrix)
matrix = np.dot(matrix44.create_from_z_rotation(radians(0)), matrix)
matrix = np.dot(matrix44.create_from_scale(Vector3([1, 1, 1])), matrix)
# ---------------------------------------------------------------------
vertex_shader_src = """
#version 330 core
layout(location = 0)in vec3 position;
layout(location = 1)in vec2 texture;
//in vec3 color;//for using color equal it to toFColor
uniform mat4 trans;
out vec3 toFColor;
out vec2 passTexCoord;
void main(){
gl_Position = trans * vec4(position.x,position.y,position.z,1.0f);
//toFColor=color;
passTexCoord=texture;
}
"""
# ---------------------------------------------------------------------
fragment_shader_src = """
#version 330 core
//in vec3 toFColor;
in vec2 passTexCoord;
//uniform vec3 triColor;
uniform sampler2D texture_sampler;
out vec4 outColor;
void main(){
//outColor = vec4(toFColor,1.0);
outColor = texture(texture_sampler, passTexCoord);
}
"""
# ---------------------------------------------------------------------PyOpenGL working shader program
# shader_program = compileProgram(compileShader(vertex_shader_src, GL_VERTEX_SHADER),
# compileShader(fragment_shader_src, GL_FRAGMENT_SHADER))
# ---------------------------------------------------------------------tutorial way shader program
vertex_shader_id = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertex_shader_id, vertex_shader_src)
glCompileShader(vertex_shader_id)
if glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS) == GL_FALSE:
print(glGetShaderInfoLog(vertex_shader_id))
print("cant compile shader")
fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragment_shader_id, fragment_shader_src)
glCompileShader(fragment_shader_id)
if glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS) == GL_FALSE:
print(glGetShaderInfoLog(fragment_shader_id))
print("cant compile shader")
shader_program = glCreateProgram()
glAttachShader(shader_program, vertex_shader_id)
glAttachShader(shader_program, fragment_shader_id)
glBindAttribLocation(shader_program, 0, "position")
glBindAttribLocation(shader_program, 1, "texture")
glLinkProgram(shader_program)
glValidateProgram(shader_program)
glUseProgram(shader_program)
# --------------------------------------------------------------------- my trying for VAO vertex positions
VAO = glGenVertexArrays(1) # generate vao
glBindVertexArray(VAO) # ready VAO to use
VBO1 = glGenBuffers(1) # generate vbo
glBindBuffer(GL_ARRAY_BUFFER, VBO1) # binding vbo for use
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW) # setting VBO what to carry
attribute_position = glGetAttribLocation(shader_program, "position") # taking attribute name position from shader
glEnableVertexAttribArray(attribute_position) # ready to use attribute
glVertexAttribPointer(attribute_position, 3, GL_FLOAT, GL_FALSE, 0,
None) # telling OpenGL how to read data on given uniform
# ---------------------------------------------------------------------- indexing positions
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# ---------------------------------------------------------------------- coloring instead of texture
# i am closing this because i will use texture
# VBO2 = glGenBuffers(1)
# glBindBuffer(GL_ARRAY_BUFFER, VBO2)
# glBufferData(GL_ARRAY_BUFFER, color.nbytes, color, GL_STATIC_DRAW)
# attribute_color = glGetAttribLocation(shader_program, "color") # taking uniform name color from shader
# glEnableVertexAttribArray(attribute_color) # ready to use uniform
# glVertexAttribPointer(attribute_color, 3, GL_FLOAT, GL_FALSE, 0,
# None) # telling OpenGL how to read data on given attribute
# ---------------------------------------------------------------------- Texture pressing
TEX_BO = glGenTextures(1)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, TEX_BO)
attribute_texture = glGetAttribLocation(shader_program, "texture")
glEnableVertexAttribArray(attribute_texture)
glVertexAttribPointer(attribute_texture, 3, GL_FLOAT, GL_FALSE, 0, None)
texture = Image.open("../res/pic1.png", "r")
texture = texture.transpose(Image.FLIP_TOP_BOTTOM)
image_data = texture.convert("RGBA").tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
# ---------------------------------------------------------------------- TRANSFORMATION MATRIX -------------------------
loc_uniform_transformation = glGetUniformLocation(shader_program, "trans")
# ----------------------------------------------------------------------
while not glfw.window_should_close(window):
glfw.poll_events()
glClearColor(0.15, 0.15, 0.15, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
glUniformMatrix4fv(loc_uniform_transformation, 1, GL_FALSE, matrix44.create_identity())
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
# ------------------------------------------------------------------------------ Cleaning
glDeleteTextures(1, int(TEX_BO))
glDetachShader(shader_program, vertex_shader_id)
glDetachShader(shader_program, fragment_shader_id)
glDeleteShader(vertex_shader_id)
glDeleteShader(fragment_shader_id)
glDeleteProgram(shader_program)
glDeleteBuffers(1, int(VBO1))
# glDeleteBuffers(1, int(VBO2)) # if use colors
glDeleteBuffers(1, int(EBO))
glDeleteVertexArrays(1, int(VAO))
# ------------------------------------------------------------------------------
glfw.destroy_window(window)
glfw.terminate()
解决方案
您必须设置glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
,因为默认的缩小功能是GL_NEAREST_MIPMAP_LINEAR
. 由于您不生成 mipmap,因此如果您不将最小化函数更改为GL_NEAREST
或,则纹理将是“Mipmap Incomplete” GL_LINEAR
。
纹理坐标数组的类型必须是np.float32
而不是np.uint32
:
texture_coord = np.array([0, 0,
0, 1,
1, 1,
1, 0], dtype=np.float32)
您错过了为纹理坐标创建缓冲区对象:
VBO2 = glGenBuffers(1) # generate vbo
glBindBuffer(GL_ARRAY_BUFFER, VBO2) # binding vbo for use
glBufferData(GL_ARRAY_BUFFER, texture_coord.nbytes, texture_coord, GL_STATIC_DRAW)
attribute_texture = glGetAttribLocation(shader_program, "texture")
glEnableVertexAttribArray(attribute_texture)
glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, 0, None)
调用时glVertexAttribPointer
,当前绑定到目标的缓冲区对象GL_ARRAY_BUFFER
与指定的顶点属性相关联。
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