传统 OpenGL 中的图像纹理

问题描述 投票:0回答:1

我正在尝试从 Legacy OpenGL 2.x 开始自学 OpenGL,其中对着色器的支持很少,并尝试了解 GPU 和 OpenGL 的工作原理。我的主要学习来源是一些 StackOverflow 页面和 PyOpenGL 教程(是的。我一直在使用 Python 来完成我的工作)。

本教程没有任何方法将纹理导入 OpenGL 模型。我正在尽力手动学习通过 ChatGPT 或其他有帮助的方法来获取它,但没有成功。

聊天GPT代码:

import pygame
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np

# Vertex shader source
VERTEX_SHADER = """
#version 120
attribute vec3 position;
attribute vec2 texCoord;
varying vec2 fragTexCoord;

void main() {
    fragTexCoord = texCoord;
    gl_Position = vec4(position, 1.0);
}
"""

# Fragment shader source
FRAGMENT_SHADER = """
#version 120
varying vec2 fragTexCoord;
uniform sampler2D textureSampler;

void main() {
    gl_FragColor = texture2D(textureSampler, fragTexCoord);
}
"""

def load_texture(image_path):
    """Load a texture from an image file."""
    surface = pygame.image.load(image_path)
    texture_data = pygame.image.tostring(surface, "RGB", 1)
    width, height = surface.get_size()

    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_data)

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

    return texture

def main():
    # Initialize pygame and OpenGL
    pygame.init()
    screen = pygame.display.set_mode((800, 600), pygame.OPENGL | pygame.DOUBLEBUF)
    pygame.display.set_caption("Textured Triangle")

    # Compile shaders and create shader program
    shader = compileProgram(
        compileShader(VERTEX_SHADER, GL_VERTEX_SHADER),
        compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER),
    )

    glUseProgram(shader)

    # Define triangle vertices and texture coordinates
    vertices = np.array([
        # Positions      # Texture Coords
        -0.5, -0.5, 0.0,  0.0, 0.0,
         0.5, -0.5, 0.0,  1.0, 0.0,
         0.0,  0.5, 0.0,  0.5, 1.0
    ], dtype=np.float32)

    # Create and bind Vertex Buffer Object (VBO)
    VBO = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)

    # Get attribute locations
    position = glGetAttribLocation(shader, "position")
    texCoord = glGetAttribLocation(shader, "texCoord")

    # Enable position attribute
    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 5 * vertices.itemsize, ctypes.c_void_p(0))
    glEnableVertexAttribArray(position)

    # Enable texture coordinate attribute
    glVertexAttribPointer(texCoord, 2, GL_FLOAT, GL_FALSE, 5 * vertices.itemsize, ctypes.c_void_p(3 * vertices.itemsize))
    glEnableVertexAttribArray(texCoord)

    # Load and bind texture
    texture = load_texture("texture.jpg")
    glUniform1i(glGetUniformLocation(shader, "textureSampler"), 0)

    # Main loop
    running = True
    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False

        glClear(GL_COLOR_BUFFER_BIT)

        # Draw the triangle
        glBindTexture(GL_TEXTURE_2D, texture)
        glDrawArrays(GL_TRIANGLES, 0, 3)

        pygame.display.flip()

    # Cleanup
    glDeleteBuffers(1, [VBO])
    glDeleteTextures([texture])
    glDeleteProgram(shader)
    pygame.quit()

if __name__ == "__main__":
    main()

错误:

--------------------------------------------------------------------------- Error Traceback (most recent call last) Cell In[2], line 112 109 pygame.quit() 111 if __name__ == "__main__": --> 112 main() Cell In[2], line 79, in main() 76 texCoord = glGetAttribLocation(shader, "texCoord") 78 # Enable position attribute ---> 79 glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 5 * vertices.itemsize, ctypes.c_void_p(0)) 80 glEnableVertexAttribArray(position) 82 # Enable texture coordinate attribute File ~/programs/Nirvana/lib/python3.12/site-packages/OpenGL/latebind.py:63, in Curry.__call__(self, *args, **named) 61 def __call__( self, *args, **named ): 62 """returns self.wrapperFunction( self.baseFunction, *args, **named )""" ---> 63 return self.wrapperFunction( self.baseFunction, *args, **named ) File ~/programs/Nirvana/lib/python3.12/site-packages/OpenGL/GL/VERSION/GL_2_0.py:469, in glVertexAttribPointer(baseOperation, index, size, type, normalized, stride, pointer) 467 array = ArrayDatatype.asArray( pointer, type ) 468 key = ('vertex-attrib',index) --> 469 contextdata.setValue( key, array ) 470 return baseOperation( 471 index, size, type, 472 normalized, stride, 473 ArrayDatatype.voidDataPointer( array ) 474 ) File ~/programs/Nirvana/lib/python3.12/site-packages/OpenGL/contextdata.py:58, in setValue(constant, value, context, weak) 56 if getattr( value, '_no_cache_', False ): 57 return ---> 58 context = getContext( context ) 59 if weak: 60 storage = storedWeakPointers File ~/programs/Nirvana/lib/python3.12/site-packages/OpenGL/contextdata.py:40, in getContext(context) 38 if context == 0: 39 from OpenGL import error ---> 40 raise error.Error( 41 """Attempt to retrieve context when no valid context""" 42 ) 43 return context Error: Attempt to retrieve context when no valid context

有什么方法可以简单地渲染一个带有纹理片段的 3D 三角形吗?(在 Python 或 C++ 上,目前任何方法都可以)。

谢谢你。

python c++ opengl
1个回答
-2
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