Jos*_*iah 6 python opengl glut
我正在使用PyOpenGL开发一个项目,我正在尝试让OpenGL呈现一种启动画面.我决定的解决方案是绘制纹理2D矩形.不幸的是,似乎无论我做什么,都没有画出任何东西,我只是得到一个黑色的屏幕(所以我想有些东西被绘制,否则它将是一个透明的窗口,但它绝对不是我想要的).这是我班级的相关代码:
class ClassThing:
def __init__(self):
self.Splash = True
glutInit(sys.argv)
def TexFromPNG(self, filename):
img = Image.open(filename)
img_data = numpy.array(list(img.getdata()), numpy.uint8)
texture = glGenTextures(1)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
return texture
def run(self):
glutInitDisplayMode(GLUT_RGBA)
glutInitWindowSize(256,224)
self.window = glutCreateWindow("GL")
glutDisplayFunc(self.draw)
glClearColor(0,0,0,0)
glEnable(GL_TEXTURE_2D)
glEnable(GL_VERTEX_ARRAY)
self.MainTex = glGenTextures(1)
self.SplashTex = self.TexFromPNG("Resources/Splash.png")
glutMainLoop()
def draw(self):
glClear(GL_COLOR_BUFFER_BIT)
glLoadIdentity()
if self.Splash:
glBindTexture(GL_TEXTURE_2D, self.SplashTex)
else:
glBindTexture(GL_TEXTURE_2D, self.MainTex)
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
Varray = numpy.array([[0,0],[0,256],[224,256],[224,0]],numpy.uint16)
glVertexPointer(2,GL_SHORT,0,Varray)
indices = [0,1,2,3]
glDrawElements(GL_QUADS,1,GL_UNSIGNED_SHORT,indices)
glFlush()
thing = ClassThing()
thing.run()
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就像我说的那样,只是用一个全黑屏幕给我打网.感觉我可能缺少某种初始化或启用,但我不知道还需要启用什么.
顺便说一下,显然glVertexPointer已被弃用,如果没有它,我将如何运行glDrawElements?是否有某种顶点生成可以做类似于纹理生成或什么?
您还需要提供纹理坐标,否则 OpenGL 不知道如何将纹理映射到您的四边形 \xe2\x80\x94 您也可以使用自动纹理坐标生成,但在您的情况下,仅指定坐标更简单。此外还需要指定视口和投影
\n\nclass ClassThing:\n def __init__(self):\n self.Splash = True\n\n def TexFromPNG(self, filename):\n img = Image.open(filename)\n img_data = numpy.array(list(img.getdata()), numpy.uint8)\n\n texture = glGenTextures(1)\n glPixelStorei(GL_UNPACK_ALIGNMENT,1)\n glBindTexture(GL_TEXTURE_2D, texture)\n\n # Texture parameters are part of the texture object, so you need to \n # specify them only once for a given texture object.\n glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)\n glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)\n glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)\n glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)\n glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)\n return texture\n\n def run(self):\n glutInitDisplayMode(GLUT_RGBA)\n\n glutInitWindowSize(256,224)\n self.window = glutCreateWindow("GL")\n glutReshapeFunc(self.reshape)\n glutDisplayFunc(self.draw)\n\n self.MainTex = glGenTextures(1)\n self.SplashTex = self.TexFromPNG("Resources/Splash.png")\n\n glutMainLoop()\n\n def reshape(self, width, height):\n self.width = width\n self.height = height\n glutPostRedisplay();\n\n def draw(self):\n glViewport(0, 0, self.width, self.height)\n\n glClearDepth(1) # just for completeness\n glClearColor(0,0,0,0)\n glClear(GL_COLOR_BUFFER_BIT)\n\n glMatrixMode(GL_PROJECTION)\n glLoadIdentity()\n glOrtho(0, 1, 0, 1, -1, 1)\n\n glMatrixMode(GL_MODELVIEW);\n glLoadIdentity()\n\n if self.Splash:\n glBindTexture(GL_TEXTURE_2D, self.SplashTex)\n else:\n glBindTexture(GL_TEXTURE_2D, self.MainTex)\n\n # it\'s a good idea to enable state right before you need it\n # there\'s no such thing like global state intialization in\n # OpenGL\n glEnable(GL_TEXTURE_2D)\n # vertex arrays must be enabled using glEnableClientState\n glEnableClientState(GL_VERTEX_ARRAY)\n glEnableClientState(GL_TEXTURE_COORD_ARRAY)\n\n Varray = numpy.array([[0,0],[0,1],[1,1],[1,0]],numpy.float)\n glVertexPointer(2,GL_FLOAT,0,Varray)\n glTexCoordPointer(2,GL_FLOAT,0,Varray)\n indices = [0,1,2,3]\n glDrawElements(GL_QUADS,1,GL_UNSIGNED_SHORT,indices)\n\n # This implies a glFinish, which includes a glFlush\n glutSwapBuffers() \n\n# GLUT initialization in program global, so initialize it on\n# the process level. It might be \nglutInit(sys.argv)\n\nthing = ClassThing()\nthing.run()\nRun Code Online (Sandbox Code Playgroud)\n
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