问题
I'm working on a project using PyOpenGL, and I'm currently attempting to get OpenGL to render a kind of splash screen. My decided solution to this is to draw a textured 2D rectangle. Unfortunately, it appears that no matter what I do, nothing is ever drawn, I just get a black screen (So I guess something is drawn, otherwise it would be a transparent window, but it's definitely not what I want). Here is the pertinent code for my class:
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()
As I said, just that nets me with a totally black screen. It feels like I may be missing some kind of initialization or enabling, but I don't know what else I would need to enable.
As an aside, apparently glVertexPointer is deprecated, how would I run glDrawElements without it? Is there some kind of vertex generation you can do similar to texture generation or what?
回答1:
Could it be because you called glGenTextures(1)
twice? You assigned it to texture in TexFromPNG and assigned it to self.MainTex in run.
回答2:
You need to supply texture coordinates as well, otherwise OpenGL doesn't know how to map the texture to your quad — you also could use automatic texture coordinate generation, but in your case just specifying coordinates is simpler. In addition you also need to specify viewport and projection
class ClassThing:
def __init__(self):
self.Splash = True
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)
# Texture parameters are part of the texture object, so you need to
# specify them only once for a given texture object.
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")
glutReshapeFunc(self.reshape)
glutDisplayFunc(self.draw)
self.MainTex = glGenTextures(1)
self.SplashTex = self.TexFromPNG("Resources/Splash.png")
glutMainLoop()
def reshape(self, width, height):
self.width = width
self.height = height
glutPostRedisplay();
def draw(self):
glViewport(0, 0, self.width, self.height)
glClearDepth(1) # just for completeness
glClearColor(0,0,0,0)
glClear(GL_COLOR_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, 1, 0, 1, -1, 1)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity()
if self.Splash:
glBindTexture(GL_TEXTURE_2D, self.SplashTex)
else:
glBindTexture(GL_TEXTURE_2D, self.MainTex)
# it's a good idea to enable state right before you need it
# there's no such thing like global state intialization in
# OpenGL
glEnable(GL_TEXTURE_2D)
# vertex arrays must be enabled using glEnableClientState
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
Varray = numpy.array([[0,0],[0,1],[1,1],[1,0]],numpy.float)
glVertexPointer(2,GL_FLOAT,0,Varray)
glTexCoordPointer(2,GL_FLOAT,0,Varray)
indices = [0,1,2,3]
glDrawElements(GL_QUADS,1,GL_UNSIGNED_SHORT,indices)
# This implies a glFinish, which includes a glFlush
glutSwapBuffers()
# GLUT initialization in program global, so initialize it on
# the process level. It might be
glutInit(sys.argv)
thing = ClassThing()
thing.run()
来源:https://stackoverflow.com/questions/5907613/render-a-textured-rectangle-with-pyopengl