我正在尝试学习OpenGL,并且我已经经历了很多关于加载纹理的教程,但是每一个教程似乎都错过了最重要的一步:我如何实际放置纹理什么?
我正在使用Python,这是我加载纹理的函数:
def loadTexture():
textureSurface = pygame.image.load('test_image.png')
textureData = pygame.image.tostring(textureSurface,"RGBA",1)
width = textureSurface.get_width()
height = textureSurface.get_height()
glEnable(GL_TEXTURE_2D)
texid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texid)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
return texid
这是加载我的Cube的函数:
vertices = (
# x y z
( 1,-1,-1),
( 1, 1,-1),
(-1, 1,-1),
(-1,-1,-1),
( 1,-1, 1),
( 1, 1, 1),
(-1,-1, 1),
(-1, 1, 1)
)
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7)
)
def Cube():
glBegin(GL_LINES)
for edge in edges:
glColor3fv((1,1,1))
for vertex in edge:
glVertex3fv(vertices[vertex])
glEnd()
这是主循环:
pygame.init()
display = (800,600)
screen = pygame.display.set_mode(display, DOUBLEBUF | OPENGL | OPENGLBLIT)
gluPerspective(45, display[0]/display[1],0.1,50.0)
glTranslatef(0.0,0.0,-5)
while True:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
pygame.display.flip()
pygame.time.wait(10)
但是立方体没有纹理。我不知道如何在立方体上实际使用加载的纹理,我找到的每个纹理教程都会将我带到loadTexture函数,而不会实际告诉我如何使用它。我在哪里打电话给它?我怎么处理texid?
答案 0 :(得分:5)
您的实际代码存在一些问题:
以下是对您的代码的一些修改:
import pygame
import sys
from OpenGL.GL import *
from OpenGL.GLU import *
vertices = (
# x y z
(1, -1, -1),
(1, 1, -1),
(-1, 1, -1),
(-1, -1, -1),
(1, -1, 1),
(1, 1, 1),
(-1, -1, 1),
(-1, 1, 1)
)
edges = (
(0, 1),
(0, 3),
(0, 4),
(2, 1),
(2, 3),
(2, 7),
(6, 3),
(6, 4),
(6, 7),
(5, 1),
(5, 4),
(5, 7)
)
def loadTexture():
textureSurface = pygame.image.load('test_image.png')
textureData = pygame.image.tostring(textureSurface, "RGBA", 1)
width = textureSurface.get_width()
height = textureSurface.get_height()
glEnable(GL_TEXTURE_2D)
texid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texid)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, textureData)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
return texid
def draw_cube(lines=False):
if lines:
glBegin(GL_LINES)
for edge in edges:
glColor3fv((1, 1, 1))
for vertex in edge:
glVertex3fv(vertices[vertex])
glEnd()
else:
glBegin(GL_QUADS)
glTexCoord2f(0.0, 0.0)
glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0)
glVertex3f(1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0)
glVertex3f(1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(1.0, 0.0)
glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0)
glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0)
glVertex3f(1.0, -1.0, -1.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0)
glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(1.0, 0.0)
glVertex3f(1.0, 1.0, 1.0)
glTexCoord2f(1.0, 1.0)
glVertex3f(1.0, 1.0, -1.0)
glTexCoord2f(1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(1.0, -1.0, -1.0)
glTexCoord2f(0.0, 0.0)
glVertex3f(1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0)
glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0)
glVertex3f(1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0)
glVertex3f(1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(1.0, 1.0, 1.0)
glTexCoord2f(0.0, 0.0)
glVertex3f(1.0, -1.0, 1.0)
glTexCoord2f(0.0, 0.0)
glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 0.0)
glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0)
glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(-1.0, 1.0, -1.0)
glEnd()
pygame.init()
display = (800, 600)
screen = pygame.display.set_mode(
display, pygame.DOUBLEBUF | pygame.OPENGL | pygame.OPENGLBLIT)
loadTexture()
gluPerspective(45, display[0] / display[1], 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
draw_cube(lines=False)
pygame.display.flip()
上述代码未使用最佳做法,但它可以帮助您解决评论问题。
虽然有一条建议,我建议你在从互联网上随机转储一些代码之前先阅读一些opengl教程,尝试理解图形管道是如何工作的,然后一切都会开始有意义。另外,我建议您使用旧的modern Opengl来了解opengl fixed pipeline