Noa*_*oah 5 python opengl pygame pyopengl opengl-compat
我正在 PyOpenGL 中制作游戏,并希望将一些图像作为一些叠加(例如,暂停按钮)显示在屏幕上。我怎样才能做到这一点?
我试过使用glBitmap(),但它不起作用。
这就是我所拥有的:
pauseimg = pygame.image.load(path + "pause.png").convert_alpha()
def blit_image(x,y,w,h,img,r,g,b):
glColor3f(r,g,b)
glWindowPos2f(x,y)
glBitmap(w,h,0,0,0,0,img)
blit_image(300,300,313,115,pauseimg,1,1,1)
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我预计它会 blit 图像,但它抛出了一个异常:
Traceback (most recent call last):
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/latebind.py", line 41, in __call__
return self._finalCall( *args, **named )
TypeError: 'NoneType' object is not callable
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File ".py", line 438, in <module>
blit_image(300,300,313,115,pauseimg,1,1,1)
File ".py", line 135, in blit_image
glBitmap(w,h,0,0,0,0,img)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/latebind.py", line 45, in __call__
return self._finalCall( *args, **named )
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/wrapper.py", line 675, in wrapperCall
pyArgs = tuple( calculate_pyArgs( args ))
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/wrapper.py", line 436, in calculate_pyArgs
yield converter(args[index], self, args)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/converters.py", line 135, in __call__
return self.function( incoming )
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/arrays/arraydatatype.py", line 149, in asArray
return cls.getHandler(value).asArray( value, typeCode or cls.typeConstant )
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/arrays/arraydatatype.py", line 53, in __call__
typ.__module__, type.__name__, repr(value)[:50]
TypeError: ('No array-type handler for type pygame.type (value: <Surface(313x114x32 SW)>) registered', <OpenGL.converters.CallFuncPyConverter object at 0x111a720b8>)```
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无法使用GL_RGBA8by格式绘制位图glBitmap,因为缓冲区被视为具有格式的缓冲区GL_COLOR_INDEX(请参阅glTexImage2D)
请参阅OpenGL 4.6 API 兼容性配置文件规范 - 14.8 位图,第 579 页:
与多边形图案一样,位图根据 18.1 节中针对 DrawPixels 给出的过程从内存中解包;就好像传递给该命令的宽度和高度分别等于 w 和 h,类型为 BITMAP,格式为 COLOR_INDEX。
如果你想绘制 RGBA trexutre,那么你必须创建一个 Butte 数组缓冲区。这可以通过NumPy来实现:
raw_data = img.get_buffer().raw
data = numpy.fromstring(raw_data, numpy.uint8)
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通过以下方式创建纹理对象glTexImage2D:
bitmap_tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, bitmap_tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,w,h,0,GL_BGRA,GL_UNSIGNED_BYTE,data)
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并通过Quads - Primitive绘制纹理:
glEnable(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glTexCoord2f(0, 1)
glVertex2f(x, y)
glTexCoord2f(1, 1)
glVertex2f(x+w, y)
glTexCoord2f(1, 0)
glVertex2f(x+w, y+h)
glTexCoord2f(0, 0)
glVertex2f(x, y+h)
glEnd()
glDisable(GL_TEXTURE_2D)
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如果纹理是透明的,那么您必须激活Blending。
该功能可以如下实现:
bitmap_tex = None
def blit_image(x,y,img,r,g,b):
global bitmap_tex
# get texture data
w,h = img.get_size()
raw_data = img.get_buffer().raw
data = numpy.fromstring(raw_data, numpy.uint8)
# create texture object
if bitmap_tex == None:
bitmap_tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, bitmap_tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,w,h,0,GL_BGRA,GL_UNSIGNED_BYTE,data)
# save and set model view and projection matrix
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glOrtho(0, display[0], 0, display[1], -1, 1)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
# enable blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_BLEND)
# draw textured quad
glColor3f(r,g,b)
glEnable(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glTexCoord2f(0, 1)
glVertex2f(x, y)
glTexCoord2f(1, 1)
glVertex2f(x+w, y)
glTexCoord2f(1, 0)
glVertex2f(x+w, y+h)
glTexCoord2f(0, 0)
glVertex2f(x, y+h)
glEnd()
glDisable(GL_TEXTURE_2D)
# restore matrices
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
# disable blending
glDisable(GL_BLEND)
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pauseimg = pygame.image.load(path + "pause.png").convert_alpha()
blit_image(300,300,pauseimg,1,1,1)
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