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()
您必须设置glTexParameteri(GL\u TEXTURE\u 2D,GL\u TEXTURE\u MIN\u FILTER,GL\u LINEAR)
,因为默认的缩小功能是GL\u NEAREST\u MIPMAP\u LINEAR
。由于不生成Mipmap,如果不将最小化函数更改为GL_NEAREST
或GL_LINEAR
,纹理将是“Mipmap complete”。
纹理坐标数组的类型必须是np。浮动32而不是np。uint32
:
texture_coord = np.array([0, 0,
0, 1,
1, 1,
1, 0], dtype=np.float32)
您没有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)
当调用glVertexAttribPointer
时,当前绑定到目标GL_ARRAY_BUFFER
的缓冲区对象与指定的顶点属性相关联。
最近我发现了一个OpenGL示例,它应用纹理而没有指定纹理图像单元并且没有将相应的单元整数均匀发送到着色器中,是否可以在不使用纹理单元的情况下应用纹理??或者它只是为活动纹理单元及其着色器采样器值使用默认值。 我的代码块(纹理相关): 我的片段着色器:
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