2011-05-06 82 views
5

我正在使用PyOpenGL一个项目,我目前正在试图获得的OpenGL渲染一种闪屏。我决定解决这个问题的方法是绘制一个纹理化的2D矩形。不幸的是,它似乎没有不管我做什么,没有什么是永远画,我只看到一个黑色的屏幕(我猜的东西被绘制,否则这将是一个透明的窗口,但它绝对不是我想要的)。这里是我的类相关代码:渲染纹理的矩形PyOpenGL

class ClassThing: 
    def __init__(self): 
     self.Splash = True 
     glutInit(sys.argv) 

    def TexFromPNG(self, filename): 
     img = Image.open(filename) 
     img_data = numpy.array(list(img.getdata()), numpy.uint8) 

     texture = glGenTextures(1) 
     glPixelStorei(GL_UNPACK_ALIGNMENT,1) 
     glBindTexture(GL_TEXTURE_2D, texture) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) 
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data) 
     return texture 

    def run(self): 
     glutInitDisplayMode(GLUT_RGBA) 

     glutInitWindowSize(256,224) 
     self.window = glutCreateWindow("GL") 
     glutDisplayFunc(self.draw) 

     glClearColor(0,0,0,0) 
     glEnable(GL_TEXTURE_2D) 
     glEnable(GL_VERTEX_ARRAY) 

     self.MainTex = glGenTextures(1) 
     self.SplashTex = self.TexFromPNG("Resources/Splash.png") 

     glutMainLoop() 

    def draw(self): 
     glClear(GL_COLOR_BUFFER_BIT) 
     glLoadIdentity() 
     if self.Splash: 
      glBindTexture(GL_TEXTURE_2D, self.SplashTex) 
     else: 
      glBindTexture(GL_TEXTURE_2D, self.MainTex) 

     glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) 
     glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) 
     Varray = numpy.array([[0,0],[0,256],[224,256],[224,0]],numpy.uint16) 
     glVertexPointer(2,GL_SHORT,0,Varray) 
     indices = [0,1,2,3] 
     glDrawElements(GL_QUADS,1,GL_UNSIGNED_SHORT,indices) 

     glFlush() 
thing = ClassThing() 
thing.run() 

正如我所说的,只是网我有一个完全黑屏。这感觉就像我可能缺少某种初始化或启用,但我不知道还有什么我需要启用。

顺便说一句,显然glVertexPointer已过时,我怎么会不运行它glDrawElements?有没有类似于纹理生成的顶点生成?

回答

0

您需要提供纹理坐标为好,否则的OpenGL不知道如何映射纹理到你的四 - 你也可以使用自动纹理坐标生成,但在你的情况下,只需指定坐标是简单。此外,你还需要指定视口和投影

class ClassThing: 
    def __init__(self): 
     self.Splash = True 

    def TexFromPNG(self, filename): 
     img = Image.open(filename) 
     img_data = numpy.array(list(img.getdata()), numpy.uint8) 

     texture = glGenTextures(1) 
     glPixelStorei(GL_UNPACK_ALIGNMENT,1) 
     glBindTexture(GL_TEXTURE_2D, texture) 

     # Texture parameters are part of the texture object, so you need to 
     # specify them only once for a given texture object. 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) 
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) 
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data) 
     return texture 

    def run(self): 
     glutInitDisplayMode(GLUT_RGBA) 

     glutInitWindowSize(256,224) 
     self.window = glutCreateWindow("GL") 
     glutReshapeFunc(self.reshape) 
     glutDisplayFunc(self.draw) 

     self.MainTex = glGenTextures(1) 
     self.SplashTex = self.TexFromPNG("Resources/Splash.png") 

     glutMainLoop() 

    def reshape(self, width, height): 
     self.width = width 
     self.height = height 
     glutPostRedisplay(); 

    def draw(self): 
     glViewport(0, 0, self.width, self.height) 

     glClearDepth(1) # just for completeness 
     glClearColor(0,0,0,0) 
     glClear(GL_COLOR_BUFFER_BIT) 

     glMatrixMode(GL_PROJECTION) 
     glLoadIdentity() 
     glOrtho(0, 1, 0, 1, -1, 1) 

     glMatrixMode(GL_MODELVIEW); 
     glLoadIdentity() 

     if self.Splash: 
      glBindTexture(GL_TEXTURE_2D, self.SplashTex) 
     else: 
      glBindTexture(GL_TEXTURE_2D, self.MainTex) 

     # it's a good idea to enable state right before you need it 
     # there's no such thing like global state intialization in 
     # OpenGL 
     glEnable(GL_TEXTURE_2D) 
     # vertex arrays must be enabled using glEnableClientState 
     glEnableClientState(GL_VERTEX_ARRAY) 
     glEnableClientState(GL_TEXTURE_COORD_ARRAY) 

     Varray = numpy.array([[0,0],[0,1],[1,1],[1,0]],numpy.float) 
     glVertexPointer(2,GL_FLOAT,0,Varray) 
     glTexCoordPointer(2,GL_FLOAT,0,Varray) 
     indices = [0,1,2,3] 
     glDrawElements(GL_QUADS,1,GL_UNSIGNED_SHORT,indices) 

     # This implies a glFinish, which includes a glFlush 
     glutSwapBuffers() 

# GLUT initialization in program global, so initialize it on 
# the process level. It might be 
glutInit(sys.argv) 

thing = ClassThing() 
thing.run() 
+1

嗯,没有骰子。我做了这些改变,我仍然得到相同的黑屏。然而,在做了更多的阅读之后,看起来这种整个方法基本上被弃用,而偏向于使用着色器来使用VBO。 – Josiah 2011-05-06 18:24:49

4

难道是因为你叫glGenTextures(1)两次?您将其分配给TexFromPNG中的纹理,并将其分配给self.MainTex。