如何在PyOpenGL中将png图像用作图像叠加层?

时间:2019-06-26 07:24:29

标签: python opengl pygame pyopengl opengl-compat

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>)```

1 个答案:

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)