使用 PyQt5 和 OpenGL 使用 VBO 绘制多个对象?
Draw multiple objects using VBOs with PyQt5 and OpenGL?
我正在尝试使用 pyqt5 在 pyopengl 中渲染多个对象。在遵循教程之后,我创建了一个 3D 网格,它上传一个波前 obj 文件并用纹理渲染它。这对我有用:
class Model:
def __init__(self, file_name, texture_name):
self.object = ObjectLoader()
self.object.load_model(file_name)
//creating and compiling shaders
glUseProgram(shader)
vertex_buffer_object = GLuint(0)
glGenBuffers(1, vertex_buffer_object)
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object)
glBufferData(GL_ARRAY_BUFFER, len(self.object.model) * 4, self.object.c_model, GL_DYNAMIC_DRAW)
glDrawArrays(GL_TRIANGLES, 0, len(self.object.vertex_index))
# vertices
vertex_offset = 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 3, ctypes.c_void_p(vertex_offset))
glEnableVertexAttribArray(0)
# textures
texture_offset = len(self.object.vertex_index) * 12
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 2, ctypes.c_void_p(texture_offset))
glEnableVertexAttribArray(1)
# normals
normal_offset = texture_offset + len(self.object.texture_index) * 8
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 3, ctypes.c_void_p(normal_offset))
glEnableVertexAttribArray(2)
texture = GLuint(0)
glGenTextures(1, texture)
glBindTexture(GL_TEXTURE_2D, texture)
# texture wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
image = Image.open(texture_name)
flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
image_data = image.convert("RGB").tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0, GL_RGB, GL_UNSIGNED_BYTE, image_data)
// setting the view, projection etc matrix
因为我在使用 PyQt5,所以我有这个 class 是我加载对象:
class Obj(QOpenGLWidget):
def __init__(self, parent):
QOpenGLWidget.__init__(self, parent)
def initializeGL(self):
glClearColor(82/255, 95/255, 107/255, 1.0)
glEnable(GL_DEPTH_TEST)
self.model = Model("....obj", "texture.png")
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, len(self.model.object.vertex_index))
self.update()
def resizeGL(self, width, height):
glViewport(0, 0, width, height)
我正在努力解决的问题是在 Obj
class 中创建另一个 Model
。我尝试在 initializeGL
中创建它并在 paintGL
中使用另一个 glDrawArrays
调用进行渲染,但是没有任何反应,或者没有任何预期......知道我做错了什么吗?
你必须使用 Vertex Array Object。顶点数组对象存储提供顶点数据所需的所有状态。
模型的构造函数只创建所有必需的 OpenGL 对象。着色器程序不是模型的一部分。对所有型号使用相同的程序:
class Model:
def __init__(self, file_name, texture_name):
self.object = ObjectLoader()
self.object.load_model(file_name)
# create vertex array object
self.vao = glGenVertexArrays(1)
glBindVertexArray(self.vao)
vertex_buffer_object = GLuint(0)
glGenBuffers(1, vertex_buffer_object)
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object)
glBufferData(GL_ARRAY_BUFFER, len(self.object.model) * 4, self.object.c_model, GL_DYNAMIC_DRAW)
glDrawArrays(GL_TRIANGLES, 0, len(self.object.vertex_index))
# vertices
vertex_offset = 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 3, ctypes.c_void_p(vertex_offset))
glEnableVertexAttribArray(0)
# textures
texture_offset = len(self.object.vertex_index) * 12
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 2, ctypes.c_void_p(texture_offset))
glEnableVertexAttribArray(1)
# normals
normal_offset = texture_offset + len(self.object.texture_index) * 8
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 3, ctypes.c_void_p(normal_offset))
glEnableVertexAttribArray(2)
# create texture
self.texture = GLuint(0)
glGenTextures(1, self.texture)
glBindTexture(GL_TEXTURE_2D, self.texture)
# texture wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
image = Image.open(texture_name)
flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
image_data = image.convert("RGB").tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0, GL_RGB, GL_UNSIGNED_BYTE, image_data)
向 class 添加一个绑定 OpenGL 对象(VAO 和纹理)并绘制网格的方法:
class Model:
# [...]
def draw(self):
// bind texture
glBindTexture(GL_TEXTURE_2D, self.texture)
// create vertex array object
glBindVertexArray(self.vao)
// draw object
glDrawArrays(GL_TRIANGLES, 0, len(self.object.vertex_index))
使用此设置,您可以绘制多个模型:
class Obj(QOpenGLWidget):
def __init__(self, parent):
QOpenGLWidget.__init__(self, parent)
def initializeGL(self):
glClearColor(82/255, 95/255, 107/255, 1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
self.model1 = Model("....obj", "texture.png")
self.model2 = Model("....obj", "texture2.png")
# [...]
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# install program
glUseProgram(self.shader)
# setting the view, projection etc matrix
# [...]
self.model1.draw()
self.model2.draw()
# [...]
self.update()
def resizeGL(self, width, height):
glViewport(0, 0, width, height)
模型也可以组织在列表中:
class Obj(QOpenGLWidget):
# [...]
def initializeGL(self):
# [...]
self.models = [
Model("....obj", "texture.png"),
Model("....obj", "texture2.png")
# [...]
]
def paintGL(self):
# [...]
for model in self.models:
model.draw()
# [...]
我正在尝试使用 pyqt5 在 pyopengl 中渲染多个对象。在遵循教程之后,我创建了一个 3D 网格,它上传一个波前 obj 文件并用纹理渲染它。这对我有用:
class Model:
def __init__(self, file_name, texture_name):
self.object = ObjectLoader()
self.object.load_model(file_name)
//creating and compiling shaders
glUseProgram(shader)
vertex_buffer_object = GLuint(0)
glGenBuffers(1, vertex_buffer_object)
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object)
glBufferData(GL_ARRAY_BUFFER, len(self.object.model) * 4, self.object.c_model, GL_DYNAMIC_DRAW)
glDrawArrays(GL_TRIANGLES, 0, len(self.object.vertex_index))
# vertices
vertex_offset = 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 3, ctypes.c_void_p(vertex_offset))
glEnableVertexAttribArray(0)
# textures
texture_offset = len(self.object.vertex_index) * 12
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 2, ctypes.c_void_p(texture_offset))
glEnableVertexAttribArray(1)
# normals
normal_offset = texture_offset + len(self.object.texture_index) * 8
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 3, ctypes.c_void_p(normal_offset))
glEnableVertexAttribArray(2)
texture = GLuint(0)
glGenTextures(1, texture)
glBindTexture(GL_TEXTURE_2D, texture)
# texture wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
image = Image.open(texture_name)
flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
image_data = image.convert("RGB").tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0, GL_RGB, GL_UNSIGNED_BYTE, image_data)
// setting the view, projection etc matrix
因为我在使用 PyQt5,所以我有这个 class 是我加载对象:
class Obj(QOpenGLWidget):
def __init__(self, parent):
QOpenGLWidget.__init__(self, parent)
def initializeGL(self):
glClearColor(82/255, 95/255, 107/255, 1.0)
glEnable(GL_DEPTH_TEST)
self.model = Model("....obj", "texture.png")
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, len(self.model.object.vertex_index))
self.update()
def resizeGL(self, width, height):
glViewport(0, 0, width, height)
我正在努力解决的问题是在 Obj
class 中创建另一个 Model
。我尝试在 initializeGL
中创建它并在 paintGL
中使用另一个 glDrawArrays
调用进行渲染,但是没有任何反应,或者没有任何预期......知道我做错了什么吗?
你必须使用 Vertex Array Object。顶点数组对象存储提供顶点数据所需的所有状态。
模型的构造函数只创建所有必需的 OpenGL 对象。着色器程序不是模型的一部分。对所有型号使用相同的程序:
class Model:
def __init__(self, file_name, texture_name):
self.object = ObjectLoader()
self.object.load_model(file_name)
# create vertex array object
self.vao = glGenVertexArrays(1)
glBindVertexArray(self.vao)
vertex_buffer_object = GLuint(0)
glGenBuffers(1, vertex_buffer_object)
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_object)
glBufferData(GL_ARRAY_BUFFER, len(self.object.model) * 4, self.object.c_model, GL_DYNAMIC_DRAW)
glDrawArrays(GL_TRIANGLES, 0, len(self.object.vertex_index))
# vertices
vertex_offset = 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 3, ctypes.c_void_p(vertex_offset))
glEnableVertexAttribArray(0)
# textures
texture_offset = len(self.object.vertex_index) * 12
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 2, ctypes.c_void_p(texture_offset))
glEnableVertexAttribArray(1)
# normals
normal_offset = texture_offset + len(self.object.texture_index) * 8
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, self.object.model.itemsize * 3, ctypes.c_void_p(normal_offset))
glEnableVertexAttribArray(2)
# create texture
self.texture = GLuint(0)
glGenTextures(1, self.texture)
glBindTexture(GL_TEXTURE_2D, self.texture)
# texture wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
image = Image.open(texture_name)
flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
image_data = image.convert("RGB").tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0, GL_RGB, GL_UNSIGNED_BYTE, image_data)
向 class 添加一个绑定 OpenGL 对象(VAO 和纹理)并绘制网格的方法:
class Model:
# [...]
def draw(self):
// bind texture
glBindTexture(GL_TEXTURE_2D, self.texture)
// create vertex array object
glBindVertexArray(self.vao)
// draw object
glDrawArrays(GL_TRIANGLES, 0, len(self.object.vertex_index))
使用此设置,您可以绘制多个模型:
class Obj(QOpenGLWidget):
def __init__(self, parent):
QOpenGLWidget.__init__(self, parent)
def initializeGL(self):
glClearColor(82/255, 95/255, 107/255, 1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
self.model1 = Model("....obj", "texture.png")
self.model2 = Model("....obj", "texture2.png")
# [...]
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# install program
glUseProgram(self.shader)
# setting the view, projection etc matrix
# [...]
self.model1.draw()
self.model2.draw()
# [...]
self.update()
def resizeGL(self, width, height):
glViewport(0, 0, width, height)
模型也可以组织在列表中:
class Obj(QOpenGLWidget):
# [...]
def initializeGL(self):
# [...]
self.models = [
Model("....obj", "texture.png"),
Model("....obj", "texture2.png")
# [...]
]
def paintGL(self):
# [...]
for model in self.models:
model.draw()
# [...]