多重织物没有按预期工作

2024-09-30 12:12:08 发布

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给出以下片段:

import os
import textwrap

from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from PIL import Image

from OpenGL.GL.ARB.multitexture import *
from OpenGL.extensions import alternate


def get_opengl_info():
    return textwrap.dedent("""\
        Vendor: {0}
        Renderer: {1}
        OpenGL Version: {2}
        Shader Version: {3}
        {4:*^80}
        Num Extensions: {5}
        {6}
    """).format(
        glGetString(GL_VENDOR).decode("utf-8"),
        glGetString(GL_RENDERER).decode("utf-8"),
        glGetString(GL_VERSION).decode("utf-8"),
        glGetString(GL_SHADING_LANGUAGE_VERSION).decode("utf-8"),
        "OPENGL EXTENSIONS",
        glGetIntegerv(GL_NUM_EXTENSIONS),
        "\n".join(glGetString(GL_EXTENSIONS).decode("utf-8").split())
    )


def create_gl_texture(use_active_texture, channel, width, height, pbits):
    id_texture = glGenTextures(1)
    if use_active_texture:
        glActiveTexture(GL_TEXTURE0 + channel)
    glBindTexture(GL_TEXTURE_2D, id_texture)
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
    glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
                 GL_RGBA, GL_UNSIGNED_BYTE, pbits)
    glTexParameter(
        GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    glTexParameter(
        GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
    glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    glGenerateMipmap(GL_TEXTURE_2D)

    return id_texture


def load_texture(use_active_texture, filename, i):
    image = Image.open(filename)
    ix = image.size[0]
    iy = image.size[1]
    pbits = image.convert("RGBA").tobytes("raw", "RGBA")

    id_texture = create_gl_texture(use_active_texture, i, ix, iy, pbits)
    print("Loaded", id_texture)
    return id_texture


X_AXIS = 0.0
Y_AXIS = 0.0
Z_AXIS = 0.0
DIRECTION = 1
id_textures = []


def init_gl(Width, Height):
    global glMultiTexCoord2f, glActiveTexture
    print(get_opengl_info())

    print("Choosing between: ", glMultiTexCoord2f.__name__,
          glMultiTexCoord2fARB.__name__)
    print("Choosing between: ", glActiveTexture.__name__,
          glActiveTextureARB.__name__)

    glMultiTexCoord2f = alternate(
        glMultiTexCoord2f,
        glMultiTexCoord2fARB
    )
    glActiveTexture = alternate(
        glActiveTexture,
        glActiveTextureARB,
    )

    print("Selected: ", glMultiTexCoord2f.__name__)
    print("Selected: ", glActiveTexture.__name__)

    if not glMultiTexCoord2f:
        print('Multitexture not supported!')
        sys.exit(1)

    glClearColor(0.0, 0.0, 0.0, 0.0)
    glClearDepth(1.0)
    glDepthFunc(GL_LESS)
    glEnable(GL_DEPTH_TEST)
    glShadeModel(GL_SMOOTH)
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluPerspective(45.0, float(Width) / float(Height), 0.1, 100.0)
    glMatrixMode(GL_MODELVIEW)
    glEnable(GL_TEXTURE_2D)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)


def keyPressed(*args):
    if args[0] == "\033":
        sys.exit()

# Method0: Using glBindTexture + glTexCoord2f per face
def draw_method_0():
    global X_AXIS, Y_AXIS, Z_AXIS
    global DIRECTION
    global id_textures
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    glLoadIdentity()
    glTranslatef(0.0, 0.0, -6.0)

    glRotatef(X_AXIS, 1.0, 0.0, 0.0)
    glRotatef(Y_AXIS, 0.0, 1.0, 0.0)
    glRotatef(Z_AXIS, 0.0, 0.0, 1.0)

    glBindTexture(GL_TEXTURE_2D, id_textures[0])
    glBegin(GL_QUADS)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0,  1.0,  1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glEnd()

    glBindTexture(GL_TEXTURE_2D, id_textures[1])
    glBegin(GL_QUADS)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)
    glEnd()

    glBindTexture(GL_TEXTURE_2D, id_textures[2])
    glBegin(GL_QUADS)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0,  1.0,  1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glEnd()

    glBindTexture(GL_TEXTURE_2D, id_textures[3])
    glBegin(GL_QUADS)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0, -1.0, -1.0)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glEnd()

    glBindTexture(GL_TEXTURE_2D, id_textures[4])
    glBegin(GL_QUADS)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0,  1.0,  1.0)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glEnd()

    glBindTexture(GL_TEXTURE_2D, id_textures[5])
    glBegin(GL_QUADS)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glEnd()

    X_AXIS = X_AXIS - 0.030
    Z_AXIS = Z_AXIS - 0.030

    glutSwapBuffers()


# Method1: Using glActiveTexture+glBindTexture+glMultiTexCoord2f per face
def draw_method_1():
    global X_AXIS, Y_AXIS, Z_AXIS
    global DIRECTION
    global id_textures
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    glLoadIdentity()
    glTranslatef(0.0, 0.0, -6.0)

    glRotatef(X_AXIS, 1.0, 0.0, 0.0)
    glRotatef(Y_AXIS, 0.0, 1.0, 0.0)
    glRotatef(Z_AXIS, 0.0, 0.0, 1.0)

    glActiveTexture(GL_TEXTURE0 + 0)
    glBindTexture(GL_TEXTURE_2D, id_textures[0])
    glBegin(GL_QUADS)
    glMultiTexCoord2f(GL_TEXTURE0 + 0, 0.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 0, 1.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 0, 1.0, 1.0)
    glVertex3f(1.0,  1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 0, 0.0, 1.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 1)
    glBindTexture(GL_TEXTURE_2D, id_textures[1])
    glBegin(GL_QUADS)
    glMultiTexCoord2f(GL_TEXTURE0 + 1, 1.0, 0.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 1, 1.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 1, 0.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 1, 0.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 2)
    glBindTexture(GL_TEXTURE_2D, id_textures[2])
    glBegin(GL_QUADS)
    glMultiTexCoord2f(GL_TEXTURE0 + 2, 0.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 2, 0.0, 0.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 2, 1.0, 0.0)
    glVertex3f(1.0,  1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 2, 1.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 3)
    glBindTexture(GL_TEXTURE_2D, id_textures[3])
    glBegin(GL_QUADS)
    glMultiTexCoord2f(GL_TEXTURE0 + 3, 1.0, 1.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 3, 0.0, 1.0)
    glVertex3f(1.0, -1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 3, 0.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 3, 1.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 4)
    glBindTexture(GL_TEXTURE_2D, id_textures[4])
    glBegin(GL_QUADS)
    glMultiTexCoord2f(GL_TEXTURE0 + 4, 1.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 4, 1.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 4, 0.0, 1.0)
    glVertex3f(1.0,  1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 4, 0.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 5)
    glBindTexture(GL_TEXTURE_2D, id_textures[5])
    glBegin(GL_QUADS)
    glMultiTexCoord2f(GL_TEXTURE0 + 5, 0.0, 0.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 5, 1.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 5, 1.0, 1.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glMultiTexCoord2f(GL_TEXTURE0 + 5, 0.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glEnd()

    X_AXIS = X_AXIS - 0.030
    Z_AXIS = Z_AXIS - 0.030

    glutSwapBuffers()

# Method2: Using glActiveTexture+glBindTexture+glTexCoord2f per face
def draw_method_2():
    global X_AXIS, Y_AXIS, Z_AXIS
    global DIRECTION
    global id_textures
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    glLoadIdentity()
    glTranslatef(0.0, 0.0, -6.0)

    glRotatef(X_AXIS, 1.0, 0.0, 0.0)
    glRotatef(Y_AXIS, 0.0, 1.0, 0.0)
    glRotatef(Z_AXIS, 0.0, 0.0, 1.0)

    glActiveTexture(GL_TEXTURE0 + 0)
    glBindTexture(GL_TEXTURE_2D, id_textures[0])
    glBegin(GL_QUADS)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0,  1.0,  1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 1)
    glBindTexture(GL_TEXTURE_2D, id_textures[1])
    glBegin(GL_QUADS)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 2)
    glBindTexture(GL_TEXTURE_2D, id_textures[2])
    glBegin(GL_QUADS)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0,  1.0,  1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 3)
    glBindTexture(GL_TEXTURE_2D, id_textures[3])
    glBegin(GL_QUADS)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0, -1.0, -1.0)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 4)
    glBindTexture(GL_TEXTURE_2D, id_textures[4])
    glBegin(GL_QUADS)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0,  1.0, -1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0,  1.0,  1.0)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0,  1.0)
    glEnd()

    glActiveTexture(GL_TEXTURE0 + 5)
    glBindTexture(GL_TEXTURE_2D, id_textures[5])
    glBegin(GL_QUADS)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0,  1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0,  1.0,  1.0)
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0,  1.0, -1.0)
    glEnd()

    X_AXIS = X_AXIS - 0.030
    Z_AXIS = Z_AXIS - 0.030

    glutSwapBuffers()

def load_textures(use_active_texture):
    global id_textures

    id_textures.append(load_texture(use_active_texture, "tex00.jpg", 0))
    id_textures.append(load_texture(use_active_texture, "tex01.jpg", 1))
    id_textures.append(load_texture(use_active_texture, "tex02.jpg", 2))
    id_textures.append(load_texture(use_active_texture, "tex03.jpg", 3))
    id_textures.append(load_texture(use_active_texture, "tex04.jpg", 4))
    id_textures.append(load_texture(use_active_texture, "tex05.jpg", 5))


def main():
    glutInit(sys.argv)
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
    glutInitWindowSize(640, 480)
    glutInitWindowPosition(200, 200)

    glutCreateWindow(b'OpenGL Python Textured Cube')

    init_gl(640, 480)

    current_method = 2
    draw_methods = {
        0: {"f": draw_method_0, "use_active_texture": False},
        1: {"f": draw_method_1, "use_active_texture": True},
        2: {"f": draw_method_2, "use_active_texture": True}
    }
    draw = draw_methods[current_method]["f"]
    load_textures(draw_methods[current_method]["use_active_texture"])
    glutDisplayFunc(draw)
    glutIdleFunc(draw)
    glutKeyboardFunc(keyPressed)

    glutMainLoop()

if __name__ == "__main__":
    main()

如果我设置current_method=0我将得到预期的输出,所有立方体面将使用不同的纹理(如预期):

enter image description here

如果我设置current_method=1只有一个面将被正确地纹理化,这是一个错误的输出:

enter image description here

如果我设置current_method=2所有面都将使用相同的纹理[0]进行纹理处理,这也是一个错误的输出:

enter image description here

我想了解为什么方法1和2的输出与方法0不同。我知道在使用着色器时正确地使用glActiveTexture会变得很简单,但我想了解在旧的固定管道上使用这些方法时出了什么问题。在


Tags: idglaxistexturestextureglbindtexturegltexcoord2fglvertex3f
2条回答

If i set current_method=1 only one face will be textured properly, that's a wrong output.

不,这不是一个错误的输出。这是完全正确的输出。您从未将固定函数管道状态设置为执行任何多文本处理(请参阅@Dietrich Epp的答案以获取详细信息)。渲染管道配置为:

  • 取每片段插值顶点颜色的颜色值(您从未设置,iirc默认值为白色)
  • 使用纹理坐标集0的每片段插值纹理坐标对当前绑定到纹理单元0的纹理进行采样
  • 使用纹理的alpha通道(GL_DECAL模式)将结果混合在一起
  • 使用它作为最终的碎片颜色。在

因此,很明显,从绑定到纹理单位>0的纹理中,您永远看不到任何内容。你看到了什么?在

current_method==0时,您看到了您所期望的。在

如果current_method==1,你会看到从第一个纹理中提取的一个样本,它一直绑定在0单元上。由于没有为单位0设置任何tex坐标,GL将只重复最近设置的值,即第一个面最后一个顶点的值(0,1)。当然,这将用于新面的所有顶点,因此插值将产生一个恒定值,从而产生恒定的纹理采样结果,从而产生恒定的颜色。在

现在使用current_method=2仍然有所有面在纹理0处绑定的第一个纹理。但是,由于现在再次为纹理单元0提供了正确的逐顶点texcoords,因此采样实际上会再次对不同区域的纹理进行采样,因此您将获得该纹理到基本体的合理映射。在

我认为这里的核心问题是对多文本处理的误解。在

多重纹理同时将多个纹理应用于相同的基元。你想将不同的纹理,一次一个纹理,应用于不同的基本体。从这一点上应该可以清楚地看到,多纹理并不能满足您的需要,所以使用它是没有意义的。在

多织物的工作原理

在多重纹理处理中,多个纹理单元使用混合混合函数组合它们的结果。在

texture unit 0  > +    -+
                   |  blend  |  \
texture unit 1  > +    -+    \ > +    -+
                                       |  blend  |  > etc.
texture unit 2            > +    -+

每个阶段的混合函数由glTexEnv设置,可以是GL_MODULATEGL_DECAL,或{}。这就是当年光照贴图与纹理的结合方式:一个纹理具有漫反射纹理,而一个纹理具有光照贴图纹理。在

同样,这与您想要达到的效果完全不同,所以多纹理在您的应用程序中没有意义。在

glActiveTexture的工作原理

glActiveTexture不会更改绘制到屏幕上的纹理单元。默认情况下,只有纹理单位0将绘制到屏幕上。在

glActiveTexture只允许您将纹理绑定到其他纹理单元。但是,由于没有使用纹理单元1,因此将哪个纹理绑定到单元1或坐标是什么都无关紧要。所以您应该始终使用glActiveTexture(GL_TEXTURE0),因为您总是希望更改纹理单位#0。在

解决方案

所以,你有不使用多重文本处理的工作代码。太好了!你完了。你不会因为使用更多的OpenGL功能而得到额外的积分。在

或者,如果使用2D数组纹理,可以在一次绘图调用中绘制整个立方体。只需将现有纹理加载为二维阵列纹理中的平面,并使用三维纹理坐标而不是二维纹理坐标。同样,不需要多纹理。在

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