使用glDraw数组对立方体进行纹理处理困难

时间:2018-10-09 20:17:25

标签: python opengl

我正在尝试使用gltexcoordpointer和gldrawarrays构造立方体(我在环境中使用PyGL)。我可以使多维数据集成功显示(尽管阴影为白色),但是我不知道如何将纹理应用于多维数据集。我怀疑问题出在我的“ draw_cube()”函数中。

有没有办法使用openGL 2.x函数解决此问题(我只能使用固定的管道函数)?我的代码如下。

from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
from PIL import Image
import numpy as np


def run_scene():
    glutInit()
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
    glutCreateWindow("textured cube test")
    glutDisplayFunc(draw_cube)
    glMatrixMode(GL_PROJECTION)
    gluPerspective(40, 1, 1, 40)
    glMatrixMode(GL_MODELVIEW)
    gluLookAt(0, 0, 10,
              0, 0, 0,
              0, 1, 0)
    glPushMatrix()
    glutMainLoop()
    return


def draw_cube():

    """ verticie coordinates """
    verts = np.array([
     [[0, 0, 0],
      [1, 0, 0],
      [1, 1, 0]],

     [[0, 0, 0],
      [1, 1, 0],
      [0, 1, 0]],

     [[0, 0, 1],
      [1, 0, 1],
      [1, 1, 1]],

     [[0, 0, 1],
      [1, 1, 1],
      [0, 1, 1]],

     [[0, 1, 0],
      [1, 1, 0],
      [0, 1, 1]],

     [[0, 1, 1],
      [1, 1, 1],
      [1, 1, 0]],

     [[0, 0, 0],
      [1, 0, 0],
      [0, 0, 1]],

     [[0, 0, 1],
      [1, 0, 1],
      [1, 0, 0]],

     [[1, 0, 0],
      [1, 0, 1],
      [1, 1, 1]],

     [[1, 0, 0],
      [1, 1, 0],
      [1, 1, 1]],

     [[0, 0, 0],
      [0, 0, 1],
      [0, 1, 1]],

     [[0, 0, 0],
      [0, 1, 0],
      [0, 1, 1]]])    

    """ texture coordinates """
    texCoords = np.array([
    [[0,0],
    [1,0],
    [1,1],
    [0,1]],

    [[0,0],
    [1,0],
    [1,1],
    [0,1]],

    [[0,0],
    [1,0],
    [1,1],
    [0,1]],

    [[0,0],
    [1,0],
    [1,1],
    [0,1]],

    [[0,0],
    [1,0],
    [1,1],
    [0,1]],

    [[0,0],
    [1,0],
    [1,1],
    [0,1]],

    ])

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)


    glPushMatrix()
    texture_id = load_image('podocytes_and_nuclei.tif')

    glEnableClientState(GL_VERTEX_ARRAY)
    glVertexPointerf(verts)

    glEnableClientState(GL_TEXTURE_COORD_ARRAY)
    glTexCoordPointer(2, GL_FLOAT, 0, texCoords[0]);

    textureID = glGenTextures(1)
    glClientActiveTexture(GL_TEXTURE0)
    glBindTexture(GL_TEXTURE_2D, textureID)

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_id.shape[0], texture_id.shape[1], 0,GL_RGBA, GL_UNSIGNED_BYTE, texture_id)


    glDrawArrays(GL_TRIANGLES, 0, np.product(verts.shape[:-1]))

    glDisableClientState(GL_VERTEX_ARRAY)
    glDisableClientState(GL_TEXTURE_COORD_ARRAY)

    glPopMatrix()
    glutSwapBuffers()
    return

""" code for converting an image into a numpy array """
def load_image( imgpath ):
    img = Image.open( imgpath )
    img.load()
    img_data = np.asarray( img, dtype="ubyte" )
    img_data_RGBA = np.concatenate((img_data, np.full((512, 512,1), 255, dtype="ubyte")), axis=2)
    return img_data_RGBA

if __name__ == '__main__':
    run_scene()

1 个答案:

答案 0 :(得分:1)

您必须启用2D纹理化,请参见glEnable

glEnable(GL_TEXTURE_2D)

设置缩小过滤器(GL_TEXTURE_MIN_FILTER),请参见glTexParameter

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)

定义纹理坐标属性数组,如下所示:

 glTexCoordPointer(2, GL_FLOAT, 0, texCoords)

或这个

 glTexCoordPointerf(texCoords)

请参见glTexCoordPointers

顶点坐标是三角形,但纹理坐标属性是四边形。
更改纹理坐标。纹理坐标属性应与顶点坐标一样多:

texCoords = np.array([
    [[0,0], [1,0], [1,1]], [[0,0], [1,1], [0,1]],
    [[0,0], [1,0], [1,1]], [[0,0], [1,1], [0,1]],
    [[0,0], [1,0], [1,1]], [[0,0], [1,1], [0,1]],
    [[0,0], [1,0], [1,1]], [[0,0], [1,1], [0,1]],
    [[0,0], [1,0], [1,1]], [[0,0], [1,1], [0,1]],
    [[0,0], [1,0], [1,1]], [[0,0], [1,1], [0,1]]
])

此外,您必须启用depth test

glEnable(GL_DEPTH_TEST)