PyOpenGL Texture_3D 和 Numpy 不渲染

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1 回答
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提问于 2025-04-18 09:12

我正在尝试从TIFF图像加载数据,并将其渲染成numpy矩阵,进而制作一个3D纹理。TIFF图像是强度图像,我希望将这个强度图像重新映射为亮度或颜色图像。

虽然我觉得我理解GL_Texture_3D的过程,但在运行代码时没有错误,结果却没有任何可视化的效果。我肯定是做了一些简单的事情错了。有没有人能帮我理解我的错误在哪里?

这是代码的简短版本[已修正]:

编辑2:尝试正确转换类型:根据Reto Koradi的建议,我可能遇到了类型转换的问题。所以我将numpy数组转换为uint8,确保值不全为零,然后将其传递给channel_RGBA_buffer的uint8数组。结果仍然是一个黑色窗口。

编辑3:使用Glumpy的方法:我查看了Glumpy的“textures”函数(https://code.google.com/p/glumpy/source/browse/glumpy/image/texture.py?r=8cbc2aa2b277c07b59fba964edd327370a8e8091),我将目标GL格式从GL_RGBA改为GL_RGBA16,并在调用glTexImage3D后添加了glBindTexture(GL_TEXTURE_3D, 0)。我仍然不明白为什么要用0而不是纹理。

编辑4:修正了两行的缩进,使示例可执行

结果仍然是一个黑色窗口,但当我关闭这个窗口时,瞬间我看到数据出现。看起来我好像多加了一层。

import sys

import numpy
from OpenGL.GL import *
from OpenGL.GL.shaders import *
from OpenGL.arrays import vbo
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GLUT.freeglut import *




class test_TIFF_render:

    def __init__(self):
        self.something = True

    def load_texture(self):

        global texture


        #read file as array, for simplicity I will just make a random numpy 3D matrix 
        tiff_mean = numpy.random.rand(3,300,300)
        tiff_mean = tiff_mean*1000
        tiff_mean = tiff_mean.astype('uint8')

        shape_array = tiff_mean.shape
        shape_array = tiff_mean.shape
        #we have the data now, let's set the texture
        tiff_mean = tiff_mean.reshape(tiff_mean.shape[1]*tiff_mean.shape[2]*tiff_mean.shape[0])
        texture = glGenTextures(1)
        glBindTexture(GL_TEXTURE_3D,texture)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_BORDER)
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_BORDER)
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,GL_CLAMP_TO_BORDER)
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

        #now we need to convert the intensity data organized in 3D matrix into an RGBA buffer array (pixel1R, pixel1G, pixel1B, pixel1A, pixel2R....)
        channel_RGBA_buffer = numpy.zeros(tiff_mean.shape[0]*4, numpy.uint8)

        for i in range(0,tiff_mean.shape[0]):
            channel_RGBA_buffer[i*4] = tiff_mean[i]     #R
            channel_RGBA_buffer[i*4+1] = tiff_mean[i]   #G
            channel_RGBA_buffer[i*4+2] = tiff_mean[i]   #B
            channel_RGBA_buffer[i*4+3] = tiff_mean[i]   #A
            if numpy.mod(i,100000)==0:
                print('count %d',i)

        
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16, shape_array[1], shape_array[2], shape_array[0], 0, GL_RGBA, GL_UNSIGNED_BYTE, channel_RGBA_buffer)
        glBindTexture( GL_TEXTURE_3D, 0 )

    def display(self):

        glClear( GL_COLOR_BUFFER_BIT  | GL_DEPTH_BUFFER_BIT )

        glEnable( GL_ALPHA_TEST )
        glAlphaFunc( GL_GREATER, 0.03)

        glEnable(GL_BLEND)
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )

        glMatrixMode( GL_TEXTURE )
        glLoadIdentity()

        

        glEnable(GL_TEXTURE_3D);
        glBindTexture( GL_TEXTURE_3D, texture);
        dOrthoSize = 1
        for Indx in self.my_range(-1,1,0.01):
            TexIndex = round(Indx,2)
            glBegin(GL_QUADS)
            glTexCoord3f(0.0, 0.0, (TexIndex+1.0)/2.0)
            glVertex3f(-dOrthoSize,-dOrthoSize,TexIndex)
            glTexCoord3f(1.0, 0.0, (TexIndex+1.0)/2.0)
            glVertex3f(dOrthoSize,-dOrthoSize,TexIndex)
            glTexCoord3f(1.0, 1.0, (TexIndex+1.0)/2.0)
            glVertex3f(dOrthoSize,dOrthoSize,TexIndex)
            glTexCoord3f(0.0, 1.0, (TexIndex+1.0)/2.0)
            glVertex3f(-dOrthoSize,dOrthoSize,TexIndex);
            glEnd()

        glBindTexture( GL_TEXTURE_3D, texture )

    def my_range(self,start, end, step):
        while start <= end:
            yield start
            start += step

glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA)

glutInitWindowSize(300,300)
window = glutCreateWindow(b"I really hope this works")


test111 = test_TIFF_render()
test111.load_texture()

glutDisplayFunc(test111.display)
glutMainLoop()

我在运行Win7 64位,使用Python3.3。

1 个回答

1

我没有用过numpy,但根据我阅读的文档(http://docs.scipy.org/doc/numpy/reference/generated/numpy.zeros.html),numpy.zeros() 默认会生成一个包含 float64 类型值的数组。然后你在调用 glTexImage3D() 时传入 GL_INT 作为类型参数。看起来这里的类型不匹配。

通常,用于纹理数据的数据类型是无符号字节。所以我觉得应该像这样:

channel_RGBA_buffer = numpy.zeros(tiff_mean.shape[0]*4, numpy.uint8)
...
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, shape_array[1], shape_array[2], shape_array[0], 0,
             GL_RGBA, GL_UNSIGNED_BYTE, channel_RGBA_buffer)

编辑,更新代码的新版本:看起来你知道如何生成0.0到1.0之间的随机浮点值,然后把它们转换成字节(uint8)值,再用作纹理数据。我相信这样会导致你所有的字节值都是0,或者可能部分是1,这取决于四舍五入的方式。不过,字节的取值范围是0到255。你可能在把随机浮点数转换成纹理数据时需要乘以255.0:

channel_RGBA_buffer[i*4] = 255.0 * tiff_mean[i]     #R
channel_RGBA_buffer[i*4+1] = 255.0 * tiff_mean[i]   #G
channel_RGBA_buffer[i*4+2] = 255.0 * tiff_mean[i]   #B
channel_RGBA_buffer[i*4+3] = 255.0 * tiff_mean[i]   #A

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