多重纹理未按预期工作

Multitexturing not working as expected

给定以下代码段:

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] == "3":
        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 我会得到我期望的输出,所有立方体面都将使用不同的纹理(如预期的那样):

如果我设置 current_method=1 只有一张脸会被正确纹理化,那是错误的输出:

如果我设置 current_method=2 所有面都将使用相同的纹理 [0],这也是错误的输出:

我想了解为什么方法 1 和 2 没有提供与方法 0 相同的输出。我知道使用 glActiveTexture 正确使用着色器时变得微不足道,但我想了解在旧的固定管道。

我认为这里的核心问题是对多纹理工作原理的误解。

多纹理同时应用多个纹理到相同的图元。您想要应用不同的纹理,一次一个纹理, 到不同的图元。从这里应该很清楚,多纹理并没有做你想要的,所以没有必要使用它。

多重纹理的工作原理

使用多重纹理,多个纹理单元使用混合混合函数组合它们的结果。

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_DECALGL_ADD。这就是当时光照贴图与纹理结合的方式:一种纹理具有漫反射纹理,一种纹理具有光照贴图纹理。

同样,这与您想要实现的效果完全不同,因此多纹理在您的应用程序中没有意义。

glActiveTexture 的工作原理

glActiveTexture 不会改变绘制到屏幕上的纹理单元。默认情况下,只有纹理单元 #0 会绘制到屏幕上。

glActiveTexture 只允许您将纹理绑定到其他纹理单元。但是,由于未使用纹理单元 #1,因此绑定到单元 #1 的纹理或坐标是什么都无关紧要。所以你应该总是使用 glActiveTexture(GL_TEXTURE0),因为你总是想改变纹理单元 #0.

解决方案

所以,您有不使用多纹理的工作代码。伟大的!你完成了。您不会因使用更多 OpenGL 功能而获得奖励积分。

或者,如果您使用二维数组纹理,则可以在单个绘制调用中绘制整个立方体。您只需将现有纹理加载为 2D 阵列纹理中的平面,并使用 3D 纹理坐标而不是 2D 纹理坐标。同样,不需要多重纹理。

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

不,这不是错误的输出。这是完全正确的输出。您永远不会设置固定功能管道状态来执行任何多纹理处理(有关详细信息,请参阅@Dietrich Epp 的回答)。您的渲染管道配置为:

  • 采用每个片段插值顶点颜色的颜色值(你从未设置过,iirc 默认为白色)
  • 使用纹理坐标集 0 的每个片段内插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
  • 将其用作最终片段颜色。

很明显,您永远不会看到绑定到大于 0 的纹理单元的纹理。那么您看到了什么?

current_method==0时,您会看到您所期望的。

如果 current_method==1,您会看到 从第一个纹理中提取的单个样本 - 它始终绑定在单元 0 上。由于您没有为单元 0 设置任何 tex 坐标,GL 将只重复最近设置的值,即第一个面的最后一个顶点的 (0,1)。这当然会用于新面的所有顶点,所以插值会产生一个常数值,导致常数纹理采样结果,从而产生常数颜色。

现在 current_method=2 您仍然有第一个纹理绑定在所有面的纹理 0 处。但是由于您现在再次为纹理单元 0 提供了正确的每顶点纹理坐标,因此对其进行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元的合理映射。