源代码是一个青龙渲染。我的问题是如何让剪辑的距离工作呢?此外,纹理不会显示为预期输出。有什么想法可以在源代码中修改,以呈现预期的程序?你知道吗
更新:在Rabbid76出色的帮助和出色的回答下,剪辑距离工作正常,纹理加载工作正常!谢谢您。你知道吗
额外的例子:clipdistance_torus_package.zip一个带有圆环和纹理的剪辑距离例子!你知道吗
预期产量:
要运行的文件:clipdistance_dragon.zip
#!/usr/bin/python3
import sys
import time
import ctypes
fullscreen = True
sys.path.append("./shared")
from sbmloader import SBMObject # location of sbm file format loader
from ktxloader import KTXObject
from sbmath import m3dDegToRad, m3dRadToDeg, m3dTranslateMatrix44, m3dRotationMatrix44, m3dMultiply, m3dOrtho, m3dPerspective, rotation_matrix, translate, m3dScaleMatrix44, \
scale, m3dLookAt, normalize
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()
import numpy as np
from math import cos, sin
identityMatrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]
myobject = SBMObject()
render_program = GLuint(0)
paused = False
class uniforms:
proj_matrix = GLint(0)
mv_matrix = GLint(0)
clip_plane = GLint(0)
clip_sphere = GLint(0)
uniform = uniforms()
def shader_load(filename, shader_type):
result = GLuint(0)
with open ( filename, "rb") as data:
result = glCreateShader(shader_type)
glShaderSource(result, data.read() )
glCompileShader(result)
if not glGetShaderiv(result, GL_COMPILE_STATUS):
print( 'compile error:' )
print( glGetShaderInfoLog(result) )
return result
def link_from_shaders(shaders, shader_count, delete_shaders, check_errors=False):
program = GLuint(0)
program = glCreateProgram()
for i in range(0, shader_count):
glAttachShader(program, shaders[i])
glLinkProgram(program)
if not glGetProgramiv(program, GL_LINK_STATUS):
print( 'link error:' )
print( glGetProgramInfoLog(program) )
if (delete_shaders):
for i in range(0, shader_count):
glDeleteShader(shaders[i])
return program
def load_shaders():
global render_program
global uniform
if (render_program):
glDeleteProgram(render_program);
shaders = [
shader_load("render.vs.glsl", GL_VERTEX_SHADER),
shader_load("render.fs.glsl", GL_FRAGMENT_SHADER)
]
render_program = link_from_shaders(shaders, 2, True)
uniform.proj_matrix = glGetUniformLocation(render_program, "proj_matrix");
uniform.mv_matrix = glGetUniformLocation(render_program, "mv_matrix");
uniform.clip_plane = glGetUniformLocation(render_program, "clip_plane");
uniform.clip_sphere = glGetUniformLocation(render_program, "clip_sphere");
tex_dragon=None
class Scene:
def __init__(self, width, height):
global myobject, tex_dragon
myobject.load("dragon.sbm");
load_shaders()
ktxobj = KTXObject()
tex_dragon = ktxobj.ktx_load("pattern1.ktx")
def display(self):
global paused
currentTime = time.time()
black = [ 0.0, 0.0, 0.0, 0.0 ]
one = 1.0
last_time = 0.0
total_time = 0.0
if (not paused):
total_time += (currentTime - last_time)
last_time = currentTime
f = total_time
glClearBufferfv(GL_COLOR, 0, black)
glClearBufferfv(GL_DEPTH, 0, one)
glUseProgram(render_program)
proj_matrix = (GLfloat * 16)(*identityMatrix)
proj_matrix = m3dPerspective(m3dDegToRad(50.0), float(self.width) / float(self.height), 0.1, 1000.0)
T1 = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T1, 0.0, 0.0, -15.0)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 0.34, 0.0, 1.0, 0.0)
T2 = (GLfloat * 16)(*identityMatrix)
m3dTranslateMatrix44(T2, 0.0, -4.0, 0.0)
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(T1, m3dMultiply(RY, T2))
RX = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RX, f * 6.0, 1.0, 0.0, 0.0)
RY = (GLfloat * 16)(*identityMatrix)
m3dRotationMatrix44(RY, f * 7.3, 0.0, 1.0, 0.0)
plane_matrix = (GLfloat * 16)(*identityMatrix)
plane_matrix = m3dMultiply(RX , RY )
plane = plane_matrix[0:4]
plane[3] = 0
plane = normalize(plane)
clip_sphere = [sin(f * 0.7) * 3.0, cos(f * 1.9) * 3.0, sin(f * 0.1) * 3.0, cos(f * 1.7) + 2.5]
glUniformMatrix4fv(uniform.proj_matrix, 1, GL_FALSE, proj_matrix)
glUniformMatrix4fv(uniform.mv_matrix, 1, GL_FALSE, mv_matrix)
glUniform4fv(uniform.clip_plane, 1, plane)
glUniform4fv(uniform.clip_sphere, 1, clip_sphere)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CLIP_DISTANCE0)
glEnable(GL_CLIP_DISTANCE1)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, tex_dragon)
myobject.render()
glutSwapBuffers()
def reshape(self, width, height):
self.width = width
self.height = height
def keyboard(self, key, x, y ):
global fullscreen
global paused
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
elif key == b'p' or key == b'P':
paused = not paused
elif key == b'r' or key == b'R':
pass
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 - Clip Distance')
glutInitWindowPosition(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = 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()
从clipdistance.cpp移植到python,这是sbmobject.cpp的源代码,以防万一sbmloader.py文件有质感问题。你知道吗
对应于以下python代码
注意,在矩阵乘法中必须交换
RX
和RY
。你知道吗函数的向量。
此外,
length
和normalize
只能处理具有3个分量(x,y,z)的向量。比较中,C++函数^ {< CD5> }可以处理4个分量(x,y,z,w)normalize
中缺少“零除”处理。你知道吗调整函数
normalize
和length
,以处理任何向量大小。如果向量的长度是0,那么它的所有分量都是0。没有正确的解决方案,所以只需返回向量本身的一个副本。你知道吗
现在可以从示例
端口移植C++代码非常直接的python:
此外,
sbmloader
模块中还有一个问题。仅指定顶点坐标和纹理坐标的数组。跳过法向量。你知道吗
跳过这一行
if attrib.name=='position' or attrib.name=='map1':
要解决此问题,请执行以下操作:
如果还要将纹理包裹到模型中,则必须将纹理坐标属性添加到顶点着色器:
并通过输出将其传递到下一个着色器阶段
在片段着色器中,必须添加纹理采样器
从纹理中读出颜色
将输出颜色乘以纹理颜色
片段着色器(注意,我更改了
diffuse_albedo
):我建议添加着色器编译和链接错误日志:
在应用程序初始化时读取纹理
在绘制模型之前绑定纹理
相关问题 更多 >
编程相关推荐