OpenGL如何在以.jpg为背景的同时显示.obj模型?

问题描述

我想使用wood.jpg作为OpenGL程序的背景。我希望该程序还显示模型basketball.obj,如图所示:

OpenGL Window

我已经阅读了几本教程(Youtube频道senddex,atibyte,The Cherno)。我还尝试了网站learningopengl.com,opengl-tutorial.org和codeloop.com。我也用过Udemy。这些都没有具体显示如何将.jpg用作.obj模型的背景。

我可以为已经在主代码中定义的多个模型运行代码。我还可以为多个.obj文件运行代码。但是我无法同时运行两个运行代码。

有人可以帮助我吗?我可以在OpenGL C ++和pyOpenGL for Python中进行编码。

到目前为止,我唯一成功的显示图像为wood.jpg作为背景:

#Code modified from https://codeloop.org/python-modern-opengl-texturing-rectangle/

import glfw
from OpenGL.GL import *
import OpenGL.GL.shaders
import numpy as np
from PIL import Image


def main():
    if not glfw.init():
        return

    window = glfw.create_window(720,600,"Pyopengl Texturing Rectangle",None,None)

    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)

    # positions        colors               texture coords
    rectangle = [-1.0,-1.0,0.0,1.0,1.0]

    # convert to 32bit float

    rectangle = np.array(rectangle,dtype=np.float32)

    indicesRectange = [0,1,2,3,0]

    indicesRectange = np.array(indicesRectange,dtype=np.uint32)

    VERTEX_SHADER = """

           #version 330

           in vec3 position;
           in vec3 color;
           in vec2 InTexCoords;

           out vec3 newColor;
           out vec2 OutTexCoords;

           void main() {

            gl_Position = vec4(position,1.0);
            newColor = color;
            OutTexCoords = InTexCoords;

             }


       """

    FRAGMENT_SHADER = """
        #version 330

         in vec3 newColor;
         in vec2 OutTexCoords;

         out vec4 outColor;
         uniform sampler2D samplerTex;

        void main() {

           outColor = texture(samplerTex,OutTexCoords);

        }

    """

    # Compile The Program and shaders

    shader = OpenGL.GL.shaders.compileProgram(OpenGL.GL.shaders.compileShader(VERTEX_SHADER,GL_VERTEX_SHADER),OpenGL.GL.shaders.compileShader(FRAGMENT_SHADER,GL_FRAGMENT_SHADER))

    # Create Buffer object in gpu
    VBO = glGenBuffers(1)
    # Bind the buffer
    glBindBuffer(GL_ARRAY_BUFFER,VBO)
    glBufferData(GL_ARRAY_BUFFER,128,rectangle,GL_STATIC_DRAW)

    # Create EBO
    EBO = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,indicesRectange,GL_STATIC_DRAW)

    # get the position from  shader
    #position = glGetAttribLocation(shader,'position')
    position = 0
    glVertexAttribPointer(position,GL_FLOAT,GL_FALSE,32,ctypes.c_void_p(0))
    glEnableVertexAttribArray(position)

    # get the color from  shader
    #color = glGetAttribLocation(shader,'color')
    color = 1
    glVertexAttribPointer(color,ctypes.c_void_p(12))
    glEnableVertexAttribArray(color)

    #texCoords = glGetAttribLocation(shader,"InTexCoords")
    texCoords = 2
    glVertexAttribPointer(texCoords,ctypes.c_void_p(24))
    glEnableVertexAttribArray(texCoords)

    glBindAttribLocation(shader,position,'position' )
    glBindAttribLocation(shader,color,'color' )
    glBindAttribLocation(shader,texCoords,'InTexCoords' )

    # Creating Texture
    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D,texture)
    # texture wrapping params
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT)
    # texture filtering params
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)

    image = Image.open("wood.jpg")
    img_data = np.array(list(image.getdata()),np.uint8)
    glTexImage2D(GL_TEXTURE_2D,GL_RGB,512,GL_UNSIGNED_BYTE,img_data)

    glUseProgram(shader)

    glClearColor(1.0,1.0)

    while not glfw.window_should_close(window):
        glfw.poll_events()

        glClear(GL_COLOR_BUFFER_BIT)

        # Draw Rectangle

        glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,None)

        glfw.swap_buffers(window)

    glfw.terminate()


if __name__ == "__main__":
    main()

[UPDATE]这是我尝试的最后一个代码。它结合了纹理教程中的代码和对象加载器教程中的代码:

# Object loading code by AtiBYte - OpenGL in python e15 - loading 3D .obj files. Youtube
# Background Texture loading code modified from CodeLoop.org https://codeloop.org/python-modern-opengl-texturing-rectangle/

import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram,compileShader
import pyrr
from TextureLoader import load_texture
from ObjLoader import ObjLoader

# imports for background texture
import numpy as np
from PIL import Image

############## Background Texture ######################
# positions        colors               texture coords
rectangle = [-1.0,1.0]

# convert to 32bit float

rectangle = np.array(rectangle,dtype=np.float32)

indicesBackground = [0,0]

indicesBackground = np.array(indicesBackground,dtype=np.uint32)

VERTEX_SHADER = """

       #version 330

       in vec3 position;
       in vec3 color;
       in vec2 InTexCoords;

       out vec3 newColor;
       out vec2 OutTexCoords;

       void main() {

        gl_Position = vec4(position,1.0);
        newColor = color;
        OutTexCoords = InTexCoords;

         }


   """

FRAGMENT_SHADER = """
    #version 330

     in vec3 newColor;
     in vec2 OutTexCoords;

     out vec4 outColor;
     uniform sampler2D samplerTex;

    void main() {

       outColor = texture(samplerTex,OutTexCoords);

    }

"""
########################################################


vertex_src = """
# version 330

layout(location = 0) in vec3 a_position;
layout(location = 1) in vec2 a_texture;
layout(location = 2) in vec3 a_normal;

uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;

out vec2 v_texture;

void main()
{
    gl_Position = projection * view * model * vec4(a_position,1.0);
    v_texture = a_texture;
}
"""

fragment_src = """
# version 330

in vec2 v_texture;

out vec4 out_color;

uniform sampler2D s_texture;

void main()
{
    out_color = texture(s_texture,v_texture);
}
"""


# glfw callback functions
def window_resize(window,width,height):
    glViewport(0,height)
    projection = pyrr.matrix44.create_perspective_projection_matrix(45,width / height,0.1,100)
    glUniformMatrix4fv(proj_loc,projection)


# initializing glfw library
if not glfw.init():
    raise Exception("glfw can not be initialized!")

# creating the window
window = glfw.create_window(1280,720,"My OpenGL window",None)

# check if window was created
if not window:
    glfw.terminate()
    raise Exception("glfw window can not be created!")

# set window's position
glfw.set_window_pos(window,400,200)

# set the callback function for window resize
glfw.set_window_size_callback(window,window_resize)

# make the context current
glfw.make_context_current(window)

# load here the 3d meshes
chibi_indices,chibi_buffer = ObjLoader.load_model("meshes/chibi.obj")
monkey_indices,monkey_buffer = ObjLoader.load_model("meshes/monkey.obj")

shaderObj = compileProgram(compileShader(vertex_src,compileShader(fragment_src,GL_FRAGMENT_SHADER))

# VAO and VBO
VAO = glGenVertexArrays(2)
VBO = glGenBuffers(3) #edited from 2 to 3 for background texture
# EBO = glGenBuffers(1)

# Chibi VAO
glBindVertexArray(VAO[0])
# Chibi Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER,VBO[0])
glBufferData(GL_ARRAY_BUFFER,chibi_buffer.nbytes,chibi_buffer,GL_STATIC_DRAW)

# glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO)
# glBufferData(GL_ELEMENT_ARRAY_BUFFER,chibi_indices.nbytes,chibi_indices,GL_STATIC_DRAW)

# chibi vertices
glEnableVertexAttribArray(0)
glVertexAttribPointer(0,chibi_buffer.itemsize * 8,ctypes.c_void_p(0))
# chibi textures
glEnableVertexAttribArray(1)
glVertexAttribPointer(1,ctypes.c_void_p(12))
# chibi normals
glVertexAttribPointer(2,ctypes.c_void_p(20))
glEnableVertexAttribArray(2)

# Monkey VAO
glBindVertexArray(VAO[1])
# Monkey Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER,VBO[1])
glBufferData(GL_ARRAY_BUFFER,monkey_buffer.nbytes,monkey_buffer,GL_STATIC_DRAW)

# monkey vertices
glEnableVertexAttribArray(0)
glVertexAttribPointer(0,monkey_buffer.itemsize * 8,ctypes.c_void_p(0))
# monkey textures
glEnableVertexAttribArray(1)
glVertexAttribPointer(1,ctypes.c_void_p(12))
# monkey normals
glVertexAttribPointer(2,ctypes.c_void_p(20))
glEnableVertexAttribArray(2)


############### Background Texture #################################
# Bind the buffer
glBindBuffer(GL_ARRAY_BUFFER,VBO[2])
glBufferData(GL_ARRAY_BUFFER,GL_STATIC_DRAW)

# Create EBO
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,indicesBackground,GL_STATIC_DRAW)

# get the position from  shader
position = glGetAttribLocation(shaderObj,'position')
glVertexAttribPointer(position,ctypes.c_void_p(0))
glEnableVertexAttribArray(position)

# get the color from  shader
# color = glGetAttribLocation(shader,'color')
color = 1
glVertexAttribPointer(color,ctypes.c_void_p(12))
glEnableVertexAttribArray(color)

# texCoords = glGetAttribLocation(shader,"InTexCoords")
texCoords = 2
glVertexAttribPointer(texCoords,ctypes.c_void_p(24))
glEnableVertexAttribArray(texCoords)

glBindAttribLocation(shaderObj,'position')
glBindAttribLocation(shaderObj,'color')
glBindAttribLocation(shaderObj,'InTexCoords')

# Creating Texture
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D,texture)
# texture wrapping params
glTexParameteri(GL_TEXTURE_2D,GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D,GL_REPEAT)
# texture filtering params
glTexParameteri(GL_TEXTURE_2D,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_LINEAR)

image = Image.open("wood.jpg")
img_data = np.array(list(image.getdata()),np.uint8)
glTexImage2D(GL_TEXTURE_2D,img_data)
#####################################################################

textures = glGenTextures(2)
load_texture("meshes/chibi.png",textures[0])
load_texture("meshes/monkey.jpg",textures[1])

glUseProgram(shaderObj)
glClearColor(0,1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)

projection = pyrr.matrix44.create_perspective_projection_matrix(45,1280 / 720,100)
chibi_pos = pyrr.matrix44.create_from_translation(pyrr.Vector3([0,-5,-10]))
monkey_pos = pyrr.matrix44.create_from_translation(pyrr.Vector3([-4,0]))

# eye,target,up
view = pyrr.matrix44.create_look_at(pyrr.Vector3([0,8]),pyrr.Vector3([0,0]),0]))

model_loc = glGetUniformLocation(shaderObj,"model")
proj_loc = glGetUniformLocation(shaderObj,"projection")
view_loc = glGetUniformLocation(shaderObj,"view")

glUniformMatrix4fv(proj_loc,projection)
glUniformMatrix4fv(view_loc,view)

# the main application loop
while not glfw.window_should_close(window):
    glfw.poll_events()

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    rot_y = pyrr.Matrix44.from_y_rotation(0.8 * glfw.get_time())
    model = pyrr.matrix44.multiply(rot_y,chibi_pos)

    # draw the chibi character
    glBindVertexArray(VAO[0])
    glBindTexture(GL_TEXTURE_2D,textures[0])
    glUniformMatrix4fv(model_loc,model)
    glDrawArrays(GL_TRIANGLES,len(chibi_indices))

    rot_y = pyrr.Matrix44.from_y_rotation(-0.8 * glfw.get_time())
    model = pyrr.matrix44.multiply(rot_y,monkey_pos)

    # draw the monkey head
    glBindVertexArray(VAO[1])
    glBindTexture(GL_TEXTURE_2D,textures[1])
    glUniformMatrix4fv(model_loc,len(monkey_indices))

    # Draw Background Texture
    glDrawElements(GL_TRIANGLES,len(chibi_indices),None)

    glfw.swap_buffers(window)

# terminate glfw,free up allocated resources
glfw.terminate()

解决方法

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