我正在用PyOpenGL制作游戏,并希望将某些图像作为一些叠加层显示在屏幕上(例如,暂停按钮)。我该怎么办?
我尝试使用glBitmap()
,但是它不起作用。
这就是我所拥有的:
pauseimg = pygame.image.load(path + "pause.png").convert_alpha()
def blit_image(x,y,w,h,img,r,g,b):
glColor3f(r,g,b)
glWindowPos2f(x,y)
glBitmap(w,h,0,0,0,0,img)
blit_image(300,300,313,115,pauseimg,1,1,1)
我希望它会使图像变白,但是它引发了异常:
Traceback (most recent call last):
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/latebind.py", line 41, in __call__
return self._finalCall( *args, **named )
TypeError: 'NoneType' object is not callable
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File ".py", line 438, in <module>
blit_image(300,300,313,115,pauseimg,1,1,1)
File ".py", line 135, in blit_image
glBitmap(w,h,0,0,0,0,img)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/latebind.py", line 45, in __call__
return self._finalCall( *args, **named )
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/wrapper.py", line 675, in wrapperCall
pyArgs = tuple( calculate_pyArgs( args ))
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/wrapper.py", line 436, in calculate_pyArgs
yield converter(args[index], self, args)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/converters.py", line 135, in __call__
return self.function( incoming )
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/arrays/arraydatatype.py", line 149, in asArray
return cls.getHandler(value).asArray( value, typeCode or cls.typeConstant )
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/OpenGL/arrays/arraydatatype.py", line 53, in __call__
typ.__module__, type.__name__, repr(value)[:50]
TypeError: ('No array-type handler for type pygame.type (value: <Surface(313x114x32 SW)>) registered', <OpenGL.converters.CallFuncPyConverter object at 0x111a720b8>)```
答案 0 :(得分:1)
不可能用glBitmap
绘制格式为GL_RGBA8
的位图,因为该缓冲区被视为格式为GL_COLOR_INDEX
的缓冲区(请参见glTexImage2D
)>
请参见OpenGL 4.6 API Compatibility Profile Specification - 14.8 Bitmaps,第579页:
就像多边形图案一样,根据 DrawPixels第18.1节中给出的过程;好像宽度和高度 传递给该命令的值分别等于w和h,类型为BITMAP, 格式为COLOR_INDEX。
如果要绘制RGBA trexutre,则必须创建一个Butte数组缓冲区。这可以通过NumPy来实现:
raw_data = img.get_buffer().raw
data = numpy.fromstring(raw_data, numpy.uint8)
通过glTexImage2D
创建纹理对象:
bitmap_tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, bitmap_tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,w,h,0,GL_BGRA,GL_UNSIGNED_BYTE,data)
并通过Quads - Primitive绘制纹理:
glEnable(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glTexCoord2f(0, 1)
glVertex2f(x, y)
glTexCoord2f(1, 1)
glVertex2f(x+w, y)
glTexCoord2f(1, 0)
glVertex2f(x+w, y+h)
glTexCoord2f(0, 0)
glVertex2f(x, y+h)
glEnd()
glDisable(GL_TEXTURE_2D)
如果纹理是透明的,则必须激活Blending。
该功能可以实现如下:
bitmap_tex = None
def blit_image(x,y,img,r,g,b):
global bitmap_tex
# get texture data
w,h = img.get_size()
raw_data = img.get_buffer().raw
data = numpy.fromstring(raw_data, numpy.uint8)
# create texture object
if bitmap_tex == None:
bitmap_tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, bitmap_tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,w,h,0,GL_BGRA,GL_UNSIGNED_BYTE,data)
# save and set model view and projection matrix
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glOrtho(0, display[0], 0, display[1], -1, 1)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
# enable blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_BLEND)
# draw textured quad
glColor3f(r,g,b)
glEnable(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glTexCoord2f(0, 1)
glVertex2f(x, y)
glTexCoord2f(1, 1)
glVertex2f(x+w, y)
glTexCoord2f(1, 0)
glVertex2f(x+w, y+h)
glTexCoord2f(0, 0)
glVertex2f(x, y+h)
glEnd()
glDisable(GL_TEXTURE_2D)
# restore matrices
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
# disable blending
glDisable(GL_BLEND)
pauseimg = pygame.image.load(path + "pause.png").convert_alpha()
blit_image(300,300,pauseimg,1,1,1)