Последний код ниже представляет собой портированную программу на Python tunnel.cpp из Superbible OpenGL 7th edition.
Куб появляется, а текстуры - нет. Предполагается также небольшое движение к туннелю, и этого тоже не происходит. Есть идеи, что может быть причиной этого?
Обновление: благодаря Rabbid76 текстуры теперь появляются и отображаются правильно.
#!/usr/bin/python3
import sys
import time
sys.path.append("./shared")
#from sbmloader import SBMObject # location of sbm file format loader
from ktxloader import KTXObject # location of ktx file format loader
from sbmath import m3dDegToRad, m3dRadToDeg, m3dTranslateMatrix44, m3dRotationMatrix44, m3dMultiply, m3dOrtho, m3dPerspective, rotation_matrix, translate, m3dScaleMatrix44
fullscreen = True
#import numpy.matlib
#import numpy as np
try:
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
except:
print ('''
ERROR: PyOpenGL not installed properly.
''')
sys.exit()
identityMatrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]
render_prog = GLuint(0)
render_vao = GLuint(0)
class uniforms:
mvp = GLint
offset = GLint
tex_wall = GLuint(0)
tex_ceiling = GLuint(0)
tex_floor = GLuint(0)
uniform = uniforms()
class Scene:
def __init__(self, width, height):
global render_prog
global render_vao
global uniform
global tex_wall, tex_ceiling, tex_floor
self.width = width
self.height = height
vs = GLuint(0)
fs = GLuint(0)
vs_source = '''
#version 420 core
out VS_OUT
{
vec2 tc;
} vs_out;
uniform mat4 mvp;
uniform float offset;
void main(void)
{
const vec2[4] position = vec2[4](vec2(-0.5, -0.5),
vec2( 0.5, -0.5),
vec2(-0.5, 0.5),
vec2( 0.5, 0.5));
vs_out.tc = (position[gl_VertexID].xy + vec2(offset, 0.5)) * vec2(30.0, 1.0);
gl_Position = mvp * vec4(position[gl_VertexID], 0.0, 1.0);
}
'''
fs_source = '''
#version 420 core
layout (location = 0) out vec4 color;
in VS_OUT
{
vec2 tc;
} fs_in;
layout (binding = 0) uniform sampler2D tex;
void main(void)
{
color = texture(tex, fs_in.tc);
}
'''
vs = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vs, vs_source)
glCompileShader(vs)
glGetShaderInfoLog(vs)
fs = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fs, fs_source)
glCompileShader(fs)
glGetShaderInfoLog(vs)
render_prog = glCreateProgram()
glAttachShader(render_prog, vs)
glAttachShader(render_prog, fs)
glLinkProgram(render_prog)
glDeleteShader(vs)
glDeleteShader(fs)
glGetProgramInfoLog(render_prog)
uniform.mvp = glGetUniformLocation(render_prog, "mvp")
uniform.offset = glGetUniformLocation(render_prog, "offset")
glGenVertexArrays(1, render_vao)
glBindVertexArray(render_vao)
ktxobj = KTXObject()
tex_wall = ktxobj.ktx_load("brick.ktx")
tex_ceiling = ktxobj.ktx_load("ceiling.ktx")
tex_floor = ktxobj.ktx_load("floor.ktx")
textures = [ tex_floor, tex_wall, tex_ceiling ]
for i in range (0, 3):
glBindTexture(GL_TEXTURE_2D, textures[i])
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glBindVertexArray(render_vao)
def display(self):
green = [ 0.0, 0.1, 0.0, 0.0 ]
currentTime = time.time()
glViewport(0, 0, self.width, self.height)
glClearBufferfv(GL_COLOR, 0, green)
glUseProgram(render_prog)
proj_matrix = (GLfloat * 16)(*identityMatrix)
proj_matrix = m3dPerspective(m3dDegToRad(60.0), float(self.width) / float(self.height), 0.1, 100.0)
glUniform1f(uniform.offset, -(currentTime * 0.03) % 1) # negative sign to postive changes direction
textures = [ tex_wall, tex_ceiling, tex_wall, tex_floor ]
for i in range(0, 4):
RZ = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RZ, i * m3dDegToRad(90.0), 0.0, 0.0, 1.0)
T = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T, -5, 0, -10)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, m3dDegToRad(90.0), 0.0, 1.0, 0.0)
S = (GLfloat * 16)(*identityMatrix)
m3dScaleMatrix44(S, 300.0, 10.0, 1.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(RZ, m3dMultiply(T, m3dMultiply(RY, S)))
mvp = (GLfloat * 16)(*identityMatrix)
mvp = m3dMultiply(proj_matrix , mv_matrix )
glUniformMatrix4fv(uniform.mvp, 1, GL_FALSE, mvp)
glBindTexture(GL_TEXTURE_2D, textures[i]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glutSwapBuffers()
def reshape(self, width, height):
self.width = width
self.height = height
def keyboard(self, key, x, y ):
global fullscreen
print ('key:' , key)
if key == b'\x1b': # ESC
sys.exit()
elif key == b'f' or key == b'F': #fullscreen toggle
if (fullscreen == True):
glutReshapeWindow(512, 512)
glutPositionWindow(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
else:
glutFullScreen()
fullscreen = True
print('done')
def init(self):
pass
def timer(self, blah):
glutPostRedisplay()
glutTimerFunc( int(1/60), self.timer, 0)
time.sleep(1/60.0)
if __name__ == '__main__':
start = time.time()
glutInit()
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(512, 512)
w1 = glutCreateWindow('OpenGL SuperBible - Tunnel')
glutInitWindowPosition(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
many_cubes = False
#glutFullScreen()
scene = Scene(512,512)
glutReshapeFunc(scene.reshape)
glutDisplayFunc(scene.display)
glutKeyboardFunc(scene.keyboard)
glutIdleFunc(scene.display)
#glutTimerFunc( int(1/60), scene.timer, 0)
scene.init()
glutMainLoop()
Программа должна выглядеть так:
Обновление: благодаря удивительному коду и взглядам Rabbid76, вывод теперь отображается правильно. Анимированный GIF вывода ниже.
Файлы зависимостей: brick.ktx , потолок.ktx , floor.ktx ,
и в папке «shared» ktxloader.py , sbmath.py