来源是绿龙渲染。我的问题是如何使剪辑距离起作用?此外,纹理不会显示为预期的输出。有什么想法可以在源代码中进行修改以按预期方式呈现程序吗?
更新:在Rabbid76的出色帮助和出色解答下,剪辑距离正在工作,纹理加载正在工作!谢谢。
奖金示例:clipdistance_torus_package.zip一个具有圆环和纹理的剪辑距离示例!
预期输出:
要运行的文件:clipdistance_dragon.zip
#!/usr/bin/python3
import sys
import time
import ctypes
fullscreen = True
sys.path.append("./shared")
from sbmloader import SBMObject # location of sbm file format loader
from ktxloader import KTXObject
from sbmath import m3dDegToRad, m3dRadToDeg, m3dTranslateMatrix44, m3dRotationMatrix44, m3dMultiply, m3dOrtho, m3dPerspective, rotation_matrix, translate, m3dScaleMatrix44, \
scale, m3dLookAt, normalize
try:
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
except:
print ('''
ERROR: PyOpenGL not installed properly.
''')
sys.exit()
import numpy as np
from math import cos, sin
identityMatrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]
myobject = SBMObject()
render_program = GLuint(0)
paused = False
class uniforms:
proj_matrix = GLint(0)
mv_matrix = GLint(0)
clip_plane = GLint(0)
clip_sphere = GLint(0)
uniform = uniforms()
def shader_load(filename, shader_type):
result = GLuint(0)
with open ( filename, "rb") as data:
result = glCreateShader(shader_type)
glShaderSource(result, data.read() )
glCompileShader(result)
if not glGetShaderiv(result, GL_COMPILE_STATUS):
print( 'compile error:' )
print( glGetShaderInfoLog(result) )
return result
def link_from_shaders(shaders, shader_count, delete_shaders, check_errors=False):
program = GLuint(0)
program = glCreateProgram()
for i in range(0, shader_count):
glAttachShader(program, shaders[i])
glLinkProgram(program)
if not glGetProgramiv(program, GL_LINK_STATUS):
print( 'link error:' )
print( glGetProgramInfoLog(program) )
if (delete_shaders):
for i in range(0, shader_count):
glDeleteShader(shaders[i])
return program
def load_shaders():
global render_program
global uniform
if (render_program):
glDeleteProgram(render_program);
shaders = [
shader_load("render.vs.glsl", GL_VERTEX_SHADER),
shader_load("render.fs.glsl", GL_FRAGMENT_SHADER)
]
render_program = link_from_shaders(shaders, 2, True)
uniform.proj_matrix = glGetUniformLocation(render_program, "proj_matrix");
uniform.mv_matrix = glGetUniformLocation(render_program, "mv_matrix");
uniform.clip_plane = glGetUniformLocation(render_program, "clip_plane");
uniform.clip_sphere = glGetUniformLocation(render_program, "clip_sphere");
tex_dragon=None
class Scene:
def __init__(self, width, height):
global myobject, tex_dragon
myobject.load("dragon.sbm");
load_shaders()
ktxobj = KTXObject()
tex_dragon = ktxobj.ktx_load("pattern1.ktx")
def display(self):
global paused
currentTime = time.time()
black = [ 0.0, 0.0, 0.0, 0.0 ]
one = 1.0
last_time = 0.0
total_time = 0.0
if (not paused):
total_time += (currentTime - last_time)
last_time = currentTime
f = total_time
glClearBufferfv(GL_COLOR, 0, black)
glClearBufferfv(GL_DEPTH, 0, one)
glUseProgram(render_program)
proj_matrix = (GLfloat * 16)(*identityMatrix)
proj_matrix = m3dPerspective(m3dDegToRad(50.0), float(self.width) / float(self.height), 0.1, 1000.0)
T1 = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T1, 0.0, 0.0, -15.0)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 0.34, 0.0, 1.0, 0.0)
T2 = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T2, 0.0, -4.0, 0.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(T1, m3dMultiply(RY, T2))
RX = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RX, f * 6.0, 1.0, 0.0, 0.0)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 7.3, 0.0, 1.0, 0.0)
plane_matrix = (GLfloat * 16)(*identityMatrix)
plane_matrix = m3dMultiply(RX , RY )
plane = plane_matrix[0:4]
plane[3] = 0
plane = normalize(plane)
clip_sphere = [sin(f * 0.7) * 3.0, cos(f * 1.9) * 3.0, sin(f * 0.1) * 3.0, cos(f * 1.7) + 2.5]
glUniformMatrix4fv(uniform.proj_matrix, 1, GL_FALSE, proj_matrix)
glUniformMatrix4fv(uniform.mv_matrix, 1, GL_FALSE, mv_matrix)
glUniform4fv(uniform.clip_plane, 1, plane)
glUniform4fv(uniform.clip_sphere, 1, clip_sphere)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CLIP_DISTANCE0)
glEnable(GL_CLIP_DISTANCE1)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, tex_dragon)
myobject.render()
glutSwapBuffers()
def reshape(self, width, height):
self.width = width
self.height = height
def keyboard(self, key, x, y ):
global fullscreen
global paused
print ('key:' , key)
if key == b'\x1b': # ESC
sys.exit()
elif key == b'f' or key == b'F': #fullscreen toggle
if (fullscreen == True):
glutReshapeWindow(512, 512)
glutPositionWindow(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
else:
glutFullScreen()
fullscreen = True
elif key == b'p' or key == b'P':
paused = not paused
elif key == b'r' or key == b'R':
pass
print('done')
def init(self):
pass
def timer(self, blah):
glutPostRedisplay()
glutTimerFunc( int(1/60), self.timer, 0)
time.sleep(1/60.0)
if __name__ == '__main__':
start = time.time()
glutInit()
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(512, 512)
w1 = glutCreateWindow('OpenGL SuperBible - Clip Distance')
glutInitWindowPosition(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
#glutFullScreen()
scene = Scene(512,512)
glutReshapeFunc(scene.reshape)
glutDisplayFunc(scene.display)
glutKeyboardFunc(scene.keyboard)
glutIdleFunc(scene.display)
#glutTimerFunc( int(1/60), scene.timer, 0)
scene.init()
glutMainLoop()
从clipdistance.cpp的来源sbmobject.cpp移植到python中,以防sbmloader.py遇到纹理问题。
答案 0 :(得分:1)
示例中的C ++代码
vmath::mat4 plane_matrix = vmath::rotate(f * 6.0f, 1.0f, 0.0f, 0.0f) * vmath::rotate(f * 7.3f, 0.0f, 1.0f, 0.0f);
对应于以下python代码
RX = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RX, f * 6.0, 1.0, 0.0, 0.0)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 7.3, 0.0, 1.0, 0.0)
plane_matrix = (GLfloat * 16)(*identityMatrix)
plane_matrix = m3dMultiply(RX , RY)
请注意,您必须在矩阵乘法中交换RX
和RY
。
您的函数length
和normalize
只能处理具有3个分量(x,y,z)的向量。相比之下,示例中的C ++函数vmath::normalize
可以处理具有4个分量(x,y,z,w)的向量。
此外,normalize
中缺少“零除”处理。
调整函数normalize
和length
,以处理任何矢量大小。
如果向量的长度为0,则其所有分量均为0。对此没有正确的解决方案,因此只需返回向量本身的副本即可。
def length(v):
sum_sq = sum([s*s for s in v])
return math.sqrt(sum_sq)
def normalize(v):
l = length(v)
if l == 0.0:
return v[:]
return [s/l for s in v]
现在您可以从示例中移植C ++代码
vmath::vec4 plane = plane_matrix[0]; plane[3] = 0.0f; plane = vmath::normalize(plane);
非常适合python:
plane = plane_matrix[0:4]
plane[3] = 0
plane = normalize(plane)
此外,sbmloader
模块中存在问题。
仅指定顶点坐标和纹理坐标的数组。法线向量被跳过。
只需跳过这一行
if attrib.name=='position' or attrib.name=='map1':
解决此问题:
for attrib_i, attrib in enumerate(vertex_attrib_chunk.attrib_data):
#if attrib.name=='position' or attrib.name=='map1':
glVertexAttribPointer(attrib_i,
attrib.size, attrib.type,
GL_TRUE if (attrib.flags & SB6M_VERTEX_ATTRIB_FLAG_NORMALIZED) != 0 else GL_FALSE,
attrib.stride, ctypes.c_void_p(int(attrib.data_offset)))
glEnableVertexAttribArray(attrib_i)
如果您还想将纹理包装到模型,则必须将纹理坐标属性添加到顶点着色器:
layout (location = 2) in vec2 tc;
并通过输出将其传递到下一个着色器阶段
out VS_OUT
{
vec3 N;
vec3 L;
vec3 V;
vec2 T;
} vs_out;
void main()
{
// ...
vs_out.T = tc;
// ...
}
在片段着色器中,您必须添加纹理采样器制服
layout (binding = 0) uniform sampler2D tex;
从纹理读取颜色
vec4 texColor = texture(tex, fs_in.T);
将输出颜色乘以纹理颜色
color = vec4(diffuse + specular + rim, 1.0) * texColor;
片段着色器(注意,我更改了diffuse_albedo
):
#version 420 core
// Output
layout (location = 0) out vec4 color;
// Input from vertex shader
in VS_OUT
{
vec3 N;
vec3 L;
vec3 V;
vec2 T;
} fs_in;
// Material properties
uniform vec3 diffuse_albedo = vec3(0.5);
uniform vec3 specular_albedo = vec3(0.7);
uniform float specular_power = 128.0;
uniform vec3 rim_color = vec3(0.1, 0.2, 0.2);
uniform float rim_power = 5.0;
layout (binding = 0) uniform sampler2D tex;
vec3 calculate_rim(vec3 N, vec3 V)
{
float f = 1.0 - dot(N, V);
f = smoothstep(0.0, 1.0, f);
f = pow(f, rim_power);
return f * rim_color;
}
void main(void)
{
// Normalize the incoming N, L and V vectors
vec3 N = normalize(fs_in.N);
vec3 L = normalize(fs_in.L);
vec3 V = normalize(fs_in.V);
// Calculate R locally
vec3 R = reflect(-L, N);
// Compute the diffuse and specular components for each fragment
vec3 diffuse = max(dot(N, L), 0.0) * diffuse_albedo;
vec3 specular = pow(max(dot(R, V), 0.0), specular_power) * specular_albedo;
vec3 rim = calculate_rim(N, V);
// read color from the texture
vec4 texColor = texture(tex, fs_in.T);
// Write final color to the framebuffer
color = vec4(diffuse + specular + rim, 1.0) * texColor;
}
我建议添加着色器编译和链接错误日志记录:
glCompileShader(result)
if not glGetShaderiv(result, GL_COMPILE_STATUS):
print( 'compile error:' )
print( glGetShaderInfoLog(result) )
glLinkProgram(program)
if not glGetProgramiv(program, GL_LINK_STATUS):
print( 'link error:' )
print( glGetProgramInfoLog(program) )
在应用程序初始化时读取纹理
class Scene:
def __init__(self, width, height):
global myobject, tex_dragon
myobject.load("dragon.sbm")
load_shaders()
ktxobj = KTXObject()
tex_dragon = ktxobj.ktx_load("texture_file_name.ktx")
在绘制模型之前先绑定纹理
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, tex_dragon)
myobject.render()