OpenGL(python)-显示图像?
我正在尝试使用PyQT和用于OpenGL的Python绑定在矩形上显示图像。到目前为止,我的代码如下:OpenGL(python)-显示图像?,python,opengl,Python,Opengl,我正在尝试使用PyQT和用于OpenGL的Python绑定在矩形上显示图像。到目前为止,我的代码如下: gVShader = """ attribute vec4 position; attribute vec2 texture_coordinates; varying vec4 dstColor; varying vec2 v_texture_coordinates;
gVShader = """
attribute vec4 position;
attribute vec2 texture_coordinates;
varying vec4 dstColor;
varying vec2 v_texture_coordinates;
void main() {
v_texture_coordinates = texture_coordinates;
gl_Position = position;
}"""
gFShader = """
uniform sampler2D texture1;
varying vec2 v_texture_coordinates;
void main() {
gl_FragColor = texture2D(texture1, v_texture_coordinates);
}"""
class ProjectiveGLViewer(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
super(ProjectiveGLViewer, self).__init__(parent)
def initializeGL(self):
# load the shaders source code
vshader = QtOpenGL.QGLShader(QtOpenGL.QGLShader.Vertex, self)
if not vshader.compileSourceCode(gVShader):
print vshader.log()
fshader = QtOpenGL.QGLShader(QtOpenGL.QGLShader.Fragment, self)
if not fshader.compileSourceCode(gFShader):
print fshader.log()
# create the shader program, compile, attach shaders to the program, link and use the program
self._program = QtOpenGL.QGLShaderProgram()
self._program.addShader(vshader)
self._program.addShader(fshader)
self._program.link()
self._program.bind()
# data array (2 [position], 2 [texture coordinates])
data = np.array([-1.0, -1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0], dtype=np.float32)
# create a buffer and bind it to the 'data' array
self.bufferID = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.bufferID)
glBufferData(GL_ARRAY_BUFFER, data.nbytes, data, GL_DYNAMIC_DRAW)
# tell OpenGL how to handle the buffer of data that is already on the GPU
loc = self._program.attributeLocation("position")
glEnableVertexAttribArray(loc)
glVertexAttribPointer(loc, 2, GL_FLOAT, False, 16, ctypes.c_void_p(0))
loc = self._program.attributeLocation("texture_coordinates")
glEnableVertexAttribArray(loc)
glVertexAttribPointer(loc, 2, GL_FLOAT, False, 16, ctypes.c_void_p(8))
self._imageTextureID = glGenTextures(1)
image = QtGui.QImage("image.jpg")
ptr = image.bits()
ptr.setsize(image.byteCount())
image_data = np.asarray(ptr).reshape(image.width(), image.height(), 4)
glBindTexture(GL_TEXTURE_2D, self._imageTextureID)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, self._imageTextureID)
self._program.setUniformValue('texture1', 0)
def paintGL(self):
glBindBuffer(GL_ARRAY_BUFFER, self.bufferID)
glClearColor(0, 0.2, 0.3, 1.0)
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 6)
def resizeGL(self, w, h):
glViewport(0, 0, w, h)
不太确定我做错了什么,但我得到了一个黑色矩形。有什么想法吗?你的质地很好。您没有设置过滤和换行模式。将这些添加到glTexImage2D
之后:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT )
…或上传一套完整的mipmap。这很有效,谢谢!但是它被垂直翻转显示的原因(可能是我在数组中发送的坐标顺序错误?)和颜色空间有点不合适吗?你可以在着色器中翻转v坐标:
v_纹理_坐标。y=1.0-v_纹理_坐标。y
谢谢!知道颜色空间为什么会改变吗?如果颜色颠倒,将glTexImage2D
中的第二个GL\u RGBA
替换为GL\u BGRA
可能会有所帮助。取决于纹理中alpha通道的预见性。