如何在 PyQt5 QOpenGLWidget 中对球体进行纹理处理
How to texture a sphere in PyQt5 QOpenGLWidget
我正在尝试在我使用 PyQt5 制作的程序中显示世界地图。到目前为止,对于渲染内容,这是我拥有的(主要是借来的)代码:
import sys
import math
import numpy as np
from PIL import Image, ImageQt
from PyQt5.QtCore import pyqtSignal, QPoint, QSize, Qt
from PyQt5.QtGui import QColor, QOpenGLVersionProfile
from PyQt5.QtWidgets import (QApplication, QHBoxLayout, QOpenGLWidget, QWidget)
class Window(QWidget):
def __init__(self):
super(Window, self).__init__()
self.glWidget = GLWidget()
mainLayout = QHBoxLayout()
mainLayout.addWidget(self.glWidget)
self.setLayout(mainLayout)
self.img = Image.open("BWTopo.png")
self.mapWidth, self.mapHeight = self.img.size
pgImData = np.asarray(self.img)
self.inputMapFile = np.flipud(pgImData)
self.setWindowTitle("SPHERE")
class GLWidget(QOpenGLWidget):
def __init__(self, parent=None):
super(GLWidget, self).__init__(parent)
self.object = 0
self.xRot = 0
self.yRot = 0
self.zRot = 0
self.lastPos = QPoint()
self.main = QColor.fromCmykF(0.40, 0.0, 1.0, 0.0)
self.clear = QColor.fromCmykF(0.39, 0.39, 0.0, 0.0)
def sizeHint(self):
return QSize(400, 400)
def setXRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.xRot:
self.xRot = angle
self.update()
def setYRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.yRot:
self.yRot = angle
self.update()
def setZRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.zRot:
self.zRot = angle
self.update()
def initializeGL(self):
version_profile = QOpenGLVersionProfile()
version_profile.setVersion(2, 0)
self.gl = self.context().versionFunctions(version_profile)
self.gl.initializeOpenGLFunctions()
self.setClearColor(self.clear.darker())
self.object = self.makeObject()
self.gl.glShadeModel(self.gl.GL_FLAT)
self.gl.glEnable(self.gl.GL_DEPTH_TEST)
self.gl.glEnable(self.gl.GL_CULL_FACE)
self.gl.glEnable(self.gl.GL_LIGHTING)
self.gl.glLightModelfv(self.gl.GL_LIGHT_MODEL_AMBIENT, [0.9, 0.9, 0.9, 1.0])
self.gl.glEnable(self.gl.GL_COLOR_MATERIAL)
self.gl.glColorMaterial(self.gl.GL_FRONT, self.gl.GL_AMBIENT_AND_DIFFUSE)
def paintGL(self):
self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT)
self.gl.glLoadIdentity()
self.gl.glTranslated(0.0, 0.0, -10.0)
self.gl.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0)
self.gl.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0)
self.gl.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0)
self.gl.glCallList(self.object)
def resizeGL(self, width, height):
side = min(width, height)
if side < 0:
return
self.gl.glViewport((width - side) // 2, (height - side) // 2, side,
side)
self.gl.glMatrixMode(self.gl.GL_PROJECTION)
self.gl.glLoadIdentity()
self.gl.glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0)
self.gl.glMatrixMode(self.gl.GL_MODELVIEW)
def mousePressEvent(self, event):
self.lastPos = event.pos()
def mouseMoveEvent(self, event):
dx = event.x() - self.lastPos.x()
dy = event.y() - self.lastPos.y()
if event.buttons() & Qt.LeftButton:
self.setXRotation(self.xRot + 8 * dy)
self.setYRotation(self.yRot + 8 * dx)
elif event.buttons() & Qt.RightButton:
self.setXRotation(self.xRot + 8 * dy)
self.setZRotation(self.zRot + 8 * dx)
self.lastPos = event.pos()
def makeObject(self):
genList = self.gl.glGenLists(1)
self.gl.glNewList(genList, self.gl.GL_COMPILE)
self.gl.glBegin(self.gl.GL_TRIANGLES)
UResolution = 18
VResolution = 36
r = 0.3
startU = 0
startV = 0
endU = math.pi * 2
endV = math.pi
stepU = (endU-startU)/UResolution # step size between U-points on the grid
stepV = (endV-startV)/VResolution # step size between V-points on the grid
for i in range(UResolution): # U-points
for j in range(VResolution): # V-points
u = i*stepU+startU
v = j*stepV+startV
un = endU if (i+1==UResolution) else (i+1)*stepU+startU
vn = endV if (j+1==VResolution) else (j+1)*stepV+startV
p0 = [ math.cos(u)*math.sin(v)*r, math.cos(v)*r, math.sin(u)*math.sin(v)*r ]
p1 = [ math.cos(u)*math.sin(vn)*r, math.cos(vn)*r, math.sin(u)*math.sin(vn)*r ]
p2 = [ math.cos(un)*math.sin(v)*r, math.cos(v)*r, math.sin(un)*math.sin(v)*r ]
p3 = [ math.cos(un)*math.sin(vn)*r, math.cos(vn)*r, math.sin(un)*math.sin(vn)*r ]
# Output the first triangle of this grid square
self.gl.glVertex3f(p0[0],p0[1],p0[2])
self.gl.glVertex3f(p2[0],p2[1],p2[2])
self.gl.glVertex3f(p1[0],p1[1],p1[2])
# Output the other triangle of this grid square
self.gl.glVertex3f(p3[0],p3[1],p3[2])
self.gl.glVertex3f(p1[0],p1[1],p1[2])
self.gl.glVertex3f(p2[0],p2[1],p2[2])
self.gl.glEnd()
self.gl.glEndList()
return genList
def normalizeAngle(self, angle):
while angle < 0:
angle += 360 * 16
while angle > 360 * 16:
angle -= 360 * 16
return angle
def setClearColor(self, c):
self.gl.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())
def setColor(self, c):
self.gl.glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF())
if __name__ == '__main__':
app = QApplication(sys.argv)
window = Window()
window.show()
sys.exit(app.exec_())
它在 window 中创建一个无阴影的球体。我想将从“BWTopo”加载的图像作为等距柱状投影贴图应用到球体上。我该怎么做?
您必须创建一个纹理对象:
self.gl.glActiveTexture(self.gl.GL_TEXTURE0)
self.text_obj = self.gl.glGenTextures(1)
self.gl.glBindTexture(self.gl.GL_TEXTURE_2D, self.text_obj)
self.gl.glPixelStorei(self.gl.GL_UNPACK_ALIGNMENT, 1)
self.gl.glTexImage2D(self.gl.GL_TEXTURE_2D, 0, self.gl.GL_RGB, self.mapWidth, self.mapHeight, 0, self.gl.GL_RGB, self.gl.GL_UNSIGNED_BYTE, self.inputMapFile.tobytes())
self.gl.glPixelStorei(self.gl.GL_UNPACK_ALIGNMENT, 4)
self.gl.glTexParameterf(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MAG_FILTER, self.gl.GL_LINEAR)
self.gl.glTexParameterf(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MIN_FILTER, self.gl.GL_LINEAR)
您需要在 [0, 1] 范围内创建纹理坐标:
t0 = [i/UResolution, 1-j/VResolution]
t1 = [i/UResolution, 1-(j+1)/VResolution]
t2 = [(i+1)/UResolution, 1-j/VResolution]
t3 = [(i+1)/UResolution, 1-(j+1)/VResolution]
# Output the first triangle of this grid square
self.gl.glTexCoord2f(*t0)
self.gl.glVertex3f(*p0)
self.gl.glTexCoord2f(*t2)
self.gl.glVertex3f(*p2)
self.gl.glTexCoord2f(*t1)
self.gl.glVertex3f(*p1)
# Output the other triangle of this grid square
self.gl.glTexCoord2f(*t3)
self.gl.glVertex3f(*p3)
self.gl.glTexCoord2f(*t1)
self.gl.glVertex3f(*p1)
self.gl.glTexCoord2f(*t2)
self.gl.glVertex3f(*p2)
必须启用二维纹理,参见glEnable
并且在绘制网格之前需要绑定纹理对象:
self.gl.glEnable(self.gl.GL_TEXTURE_2D)
self.gl.glBindTexture(self.gl.GL_TEXTURE_2D, self.text_obj)
self.gl.glColor3f(1, 1, 1)
self.gl.glCallList(self.object)
完整示例:
import sys
import math
import numpy as np
from PIL import Image, ImageQt
from PyQt5.QtCore import pyqtSignal, QPoint, QSize, Qt
from PyQt5.QtGui import QColor, QOpenGLVersionProfile
from PyQt5.QtWidgets import (QApplication, QHBoxLayout, QOpenGLWidget, QWidget)
class Window(QWidget):
def __init__(self):
super(Window, self).__init__()
self.glWidget = GLWidget()
mainLayout = QHBoxLayout()
mainLayout.addWidget(self.glWidget)
self.setLayout(mainLayout)
self.setWindowTitle("SPHERE")
class GLWidget(QOpenGLWidget):
def __init__(self, parent=None):
super(GLWidget, self).__init__(parent)
self.object = 0
self.xRot = 0
self.yRot = 0
self.zRot = 0
self.lastPos = QPoint()
self.main = QColor.fromCmykF(0.40, 0.0, 1.0, 0.0)
self.clear = QColor.fromCmykF(0.39, 0.39, 0.0, 0.0)
self.img = Image.open("BWTopo.png")
#self.img = Image.open("worldmap1.bmp")
self.mapWidth, self.mapHeight = self.img.size
pgImData = np.asarray(self.img)
self.inputMapFile = np.flipud(pgImData)
def sizeHint(self):
return QSize(400, 400)
def setXRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.xRot:
self.xRot = angle
self.update()
def setYRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.yRot:
self.yRot = angle
self.update()
def setZRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.zRot:
self.zRot = angle
self.update()
def initializeGL(self):
version_profile = QOpenGLVersionProfile()
version_profile.setVersion(2, 0)
self.gl = self.context().versionFunctions(version_profile)
self.gl.initializeOpenGLFunctions()
self.setClearColor(self.clear.darker())
self.object = self.makeObject()
self.gl.glShadeModel(self.gl.GL_SMOOTH)
self.gl.glEnable(self.gl.GL_DEPTH_TEST)
self.gl.glEnable(self.gl.GL_CULL_FACE)
self.gl.glEnable(self.gl.GL_LIGHTING)
self.gl.glLightModelfv(self.gl.GL_LIGHT_MODEL_AMBIENT, [0.9, 0.9, 0.9, 1.0])
self.gl.glEnable(self.gl.GL_COLOR_MATERIAL)
self.gl.glColorMaterial(self.gl.GL_FRONT, self.gl.GL_AMBIENT_AND_DIFFUSE)
self.gl.glActiveTexture(self.gl.GL_TEXTURE0)
self.text_obj = self.gl.glGenTextures(1)
self.gl.glBindTexture(self.gl.GL_TEXTURE_2D, self.text_obj)
self.gl.glPixelStorei(self.gl.GL_UNPACK_ALIGNMENT, 1)
self.gl.glTexImage2D(self.gl.GL_TEXTURE_2D, 0, self.gl.GL_RGB, self.mapWidth, self.mapHeight, 0, self.gl.GL_RGB, self.gl.GL_UNSIGNED_BYTE, self.inputMapFile.tobytes())
self.gl.glPixelStorei(self.gl.GL_UNPACK_ALIGNMENT, 4)
self.gl.glTexParameterf(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MAG_FILTER, self.gl.GL_LINEAR)
self.gl.glTexParameterf(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MIN_FILTER, self.gl.GL_LINEAR)
def paintGL(self):
self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT)
self.gl.glLoadIdentity()
self.gl.glTranslated(0.0, 0.0, -10.0)
self.gl.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0)
self.gl.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0)
self.gl.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0)
self.gl.glEnable(self.gl.GL_TEXTURE_2D)
self.gl.glBindTexture(self.gl.GL_TEXTURE_2D, self.text_obj)
self.gl.glColor3f(1, 1, 1)
self.gl.glCallList(self.object)
def resizeGL(self, width, height):
side = min(width, height)
if side < 0:
return
self.gl.glViewport((width - side) // 2, (height - side) // 2, side,
side)
self.gl.glMatrixMode(self.gl.GL_PROJECTION)
self.gl.glLoadIdentity()
self.gl.glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0)
self.gl.glMatrixMode(self.gl.GL_MODELVIEW)
def mousePressEvent(self, event):
self.lastPos = event.pos()
def mouseMoveEvent(self, event):
dx = event.x() - self.lastPos.x()
dy = event.y() - self.lastPos.y()
if event.buttons() & Qt.LeftButton:
self.setXRotation(self.xRot + 8 * dy)
self.setYRotation(self.yRot + 8 * dx)
elif event.buttons() & Qt.RightButton:
self.setXRotation(self.xRot + 8 * dy)
self.setZRotation(self.zRot + 8 * dx)
self.lastPos = event.pos()
def makeObject(self):
genList = self.gl.glGenLists(1)
self.gl.glNewList(genList, self.gl.GL_COMPILE)
self.gl.glBegin(self.gl.GL_TRIANGLES)
UResolution = 18
VResolution = 36
r = 0.3
startU = 0
startV = 0
endU = math.pi * 2
endV = math.pi
stepU = (endU-startU)/UResolution # step size between U-points on the grid
stepV = (endV-startV)/VResolution # step size between V-points on the grid
for i in range(UResolution): # U-points
for j in range(VResolution): # V-points
u = i*stepU+startU
v = j*stepV+startV
un = endU if (i+1==UResolution) else (i+1)*stepU+startU
vn = endV if (j+1==VResolution) else (j+1)*stepV+startV
p0 = [ math.cos(u)*math.sin(v)*r, math.cos(v)*r, math.sin(u)*math.sin(v)*r ]
p1 = [ math.cos(u)*math.sin(vn)*r, math.cos(vn)*r, math.sin(u)*math.sin(vn)*r ]
p2 = [ math.cos(un)*math.sin(v)*r, math.cos(v)*r, math.sin(un)*math.sin(v)*r ]
p3 = [ math.cos(un)*math.sin(vn)*r, math.cos(vn)*r, math.sin(un)*math.sin(vn)*r ]
t0 = [i/UResolution, 1-j/VResolution]
t1 = [i/UResolution, 1-(j+1)/VResolution]
t2 = [(i+1)/UResolution, 1-j/VResolution]
t3 = [(i+1)/UResolution, 1-(j+1)/VResolution]
# Output the first triangle of this grid square
self.gl.glTexCoord2f(*t0)
self.gl.glVertex3f(*p0)
self.gl.glTexCoord2f(*t2)
self.gl.glVertex3f(*p2)
self.gl.glTexCoord2f(*t1)
self.gl.glVertex3f(*p1)
# Output the other triangle of this grid square
self.gl.glTexCoord2f(*t3)
self.gl.glVertex3f(*p3)
self.gl.glTexCoord2f(*t1)
self.gl.glVertex3f(*p1)
self.gl.glTexCoord2f(*t2)
self.gl.glVertex3f(*p2)
self.gl.glEnd()
self.gl.glEndList()
return genList
def normalizeAngle(self, angle):
while angle < 0:
angle += 360 * 16
while angle > 360 * 16:
angle -= 360 * 16
return angle
def setClearColor(self, c):
self.gl.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())
def setColor(self, c):
self.gl.glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF())
if __name__ == '__main__':
app = QApplication(sys.argv)
window = Window()
window.show()
sys.exit(app.exec_())
我正在尝试在我使用 PyQt5 制作的程序中显示世界地图。到目前为止,对于渲染内容,这是我拥有的(主要是借来的)代码:
import sys
import math
import numpy as np
from PIL import Image, ImageQt
from PyQt5.QtCore import pyqtSignal, QPoint, QSize, Qt
from PyQt5.QtGui import QColor, QOpenGLVersionProfile
from PyQt5.QtWidgets import (QApplication, QHBoxLayout, QOpenGLWidget, QWidget)
class Window(QWidget):
def __init__(self):
super(Window, self).__init__()
self.glWidget = GLWidget()
mainLayout = QHBoxLayout()
mainLayout.addWidget(self.glWidget)
self.setLayout(mainLayout)
self.img = Image.open("BWTopo.png")
self.mapWidth, self.mapHeight = self.img.size
pgImData = np.asarray(self.img)
self.inputMapFile = np.flipud(pgImData)
self.setWindowTitle("SPHERE")
class GLWidget(QOpenGLWidget):
def __init__(self, parent=None):
super(GLWidget, self).__init__(parent)
self.object = 0
self.xRot = 0
self.yRot = 0
self.zRot = 0
self.lastPos = QPoint()
self.main = QColor.fromCmykF(0.40, 0.0, 1.0, 0.0)
self.clear = QColor.fromCmykF(0.39, 0.39, 0.0, 0.0)
def sizeHint(self):
return QSize(400, 400)
def setXRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.xRot:
self.xRot = angle
self.update()
def setYRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.yRot:
self.yRot = angle
self.update()
def setZRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.zRot:
self.zRot = angle
self.update()
def initializeGL(self):
version_profile = QOpenGLVersionProfile()
version_profile.setVersion(2, 0)
self.gl = self.context().versionFunctions(version_profile)
self.gl.initializeOpenGLFunctions()
self.setClearColor(self.clear.darker())
self.object = self.makeObject()
self.gl.glShadeModel(self.gl.GL_FLAT)
self.gl.glEnable(self.gl.GL_DEPTH_TEST)
self.gl.glEnable(self.gl.GL_CULL_FACE)
self.gl.glEnable(self.gl.GL_LIGHTING)
self.gl.glLightModelfv(self.gl.GL_LIGHT_MODEL_AMBIENT, [0.9, 0.9, 0.9, 1.0])
self.gl.glEnable(self.gl.GL_COLOR_MATERIAL)
self.gl.glColorMaterial(self.gl.GL_FRONT, self.gl.GL_AMBIENT_AND_DIFFUSE)
def paintGL(self):
self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT)
self.gl.glLoadIdentity()
self.gl.glTranslated(0.0, 0.0, -10.0)
self.gl.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0)
self.gl.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0)
self.gl.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0)
self.gl.glCallList(self.object)
def resizeGL(self, width, height):
side = min(width, height)
if side < 0:
return
self.gl.glViewport((width - side) // 2, (height - side) // 2, side,
side)
self.gl.glMatrixMode(self.gl.GL_PROJECTION)
self.gl.glLoadIdentity()
self.gl.glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0)
self.gl.glMatrixMode(self.gl.GL_MODELVIEW)
def mousePressEvent(self, event):
self.lastPos = event.pos()
def mouseMoveEvent(self, event):
dx = event.x() - self.lastPos.x()
dy = event.y() - self.lastPos.y()
if event.buttons() & Qt.LeftButton:
self.setXRotation(self.xRot + 8 * dy)
self.setYRotation(self.yRot + 8 * dx)
elif event.buttons() & Qt.RightButton:
self.setXRotation(self.xRot + 8 * dy)
self.setZRotation(self.zRot + 8 * dx)
self.lastPos = event.pos()
def makeObject(self):
genList = self.gl.glGenLists(1)
self.gl.glNewList(genList, self.gl.GL_COMPILE)
self.gl.glBegin(self.gl.GL_TRIANGLES)
UResolution = 18
VResolution = 36
r = 0.3
startU = 0
startV = 0
endU = math.pi * 2
endV = math.pi
stepU = (endU-startU)/UResolution # step size between U-points on the grid
stepV = (endV-startV)/VResolution # step size between V-points on the grid
for i in range(UResolution): # U-points
for j in range(VResolution): # V-points
u = i*stepU+startU
v = j*stepV+startV
un = endU if (i+1==UResolution) else (i+1)*stepU+startU
vn = endV if (j+1==VResolution) else (j+1)*stepV+startV
p0 = [ math.cos(u)*math.sin(v)*r, math.cos(v)*r, math.sin(u)*math.sin(v)*r ]
p1 = [ math.cos(u)*math.sin(vn)*r, math.cos(vn)*r, math.sin(u)*math.sin(vn)*r ]
p2 = [ math.cos(un)*math.sin(v)*r, math.cos(v)*r, math.sin(un)*math.sin(v)*r ]
p3 = [ math.cos(un)*math.sin(vn)*r, math.cos(vn)*r, math.sin(un)*math.sin(vn)*r ]
# Output the first triangle of this grid square
self.gl.glVertex3f(p0[0],p0[1],p0[2])
self.gl.glVertex3f(p2[0],p2[1],p2[2])
self.gl.glVertex3f(p1[0],p1[1],p1[2])
# Output the other triangle of this grid square
self.gl.glVertex3f(p3[0],p3[1],p3[2])
self.gl.glVertex3f(p1[0],p1[1],p1[2])
self.gl.glVertex3f(p2[0],p2[1],p2[2])
self.gl.glEnd()
self.gl.glEndList()
return genList
def normalizeAngle(self, angle):
while angle < 0:
angle += 360 * 16
while angle > 360 * 16:
angle -= 360 * 16
return angle
def setClearColor(self, c):
self.gl.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())
def setColor(self, c):
self.gl.glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF())
if __name__ == '__main__':
app = QApplication(sys.argv)
window = Window()
window.show()
sys.exit(app.exec_())
它在 window 中创建一个无阴影的球体。我想将从“BWTopo”加载的图像作为等距柱状投影贴图应用到球体上。我该怎么做?
您必须创建一个纹理对象:
self.gl.glActiveTexture(self.gl.GL_TEXTURE0)
self.text_obj = self.gl.glGenTextures(1)
self.gl.glBindTexture(self.gl.GL_TEXTURE_2D, self.text_obj)
self.gl.glPixelStorei(self.gl.GL_UNPACK_ALIGNMENT, 1)
self.gl.glTexImage2D(self.gl.GL_TEXTURE_2D, 0, self.gl.GL_RGB, self.mapWidth, self.mapHeight, 0, self.gl.GL_RGB, self.gl.GL_UNSIGNED_BYTE, self.inputMapFile.tobytes())
self.gl.glPixelStorei(self.gl.GL_UNPACK_ALIGNMENT, 4)
self.gl.glTexParameterf(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MAG_FILTER, self.gl.GL_LINEAR)
self.gl.glTexParameterf(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MIN_FILTER, self.gl.GL_LINEAR)
您需要在 [0, 1] 范围内创建纹理坐标:
t0 = [i/UResolution, 1-j/VResolution]
t1 = [i/UResolution, 1-(j+1)/VResolution]
t2 = [(i+1)/UResolution, 1-j/VResolution]
t3 = [(i+1)/UResolution, 1-(j+1)/VResolution]
# Output the first triangle of this grid square
self.gl.glTexCoord2f(*t0)
self.gl.glVertex3f(*p0)
self.gl.glTexCoord2f(*t2)
self.gl.glVertex3f(*p2)
self.gl.glTexCoord2f(*t1)
self.gl.glVertex3f(*p1)
# Output the other triangle of this grid square
self.gl.glTexCoord2f(*t3)
self.gl.glVertex3f(*p3)
self.gl.glTexCoord2f(*t1)
self.gl.glVertex3f(*p1)
self.gl.glTexCoord2f(*t2)
self.gl.glVertex3f(*p2)
必须启用二维纹理,参见glEnable
并且在绘制网格之前需要绑定纹理对象:
self.gl.glEnable(self.gl.GL_TEXTURE_2D)
self.gl.glBindTexture(self.gl.GL_TEXTURE_2D, self.text_obj)
self.gl.glColor3f(1, 1, 1)
self.gl.glCallList(self.object)
完整示例:
import sys
import math
import numpy as np
from PIL import Image, ImageQt
from PyQt5.QtCore import pyqtSignal, QPoint, QSize, Qt
from PyQt5.QtGui import QColor, QOpenGLVersionProfile
from PyQt5.QtWidgets import (QApplication, QHBoxLayout, QOpenGLWidget, QWidget)
class Window(QWidget):
def __init__(self):
super(Window, self).__init__()
self.glWidget = GLWidget()
mainLayout = QHBoxLayout()
mainLayout.addWidget(self.glWidget)
self.setLayout(mainLayout)
self.setWindowTitle("SPHERE")
class GLWidget(QOpenGLWidget):
def __init__(self, parent=None):
super(GLWidget, self).__init__(parent)
self.object = 0
self.xRot = 0
self.yRot = 0
self.zRot = 0
self.lastPos = QPoint()
self.main = QColor.fromCmykF(0.40, 0.0, 1.0, 0.0)
self.clear = QColor.fromCmykF(0.39, 0.39, 0.0, 0.0)
self.img = Image.open("BWTopo.png")
#self.img = Image.open("worldmap1.bmp")
self.mapWidth, self.mapHeight = self.img.size
pgImData = np.asarray(self.img)
self.inputMapFile = np.flipud(pgImData)
def sizeHint(self):
return QSize(400, 400)
def setXRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.xRot:
self.xRot = angle
self.update()
def setYRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.yRot:
self.yRot = angle
self.update()
def setZRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.zRot:
self.zRot = angle
self.update()
def initializeGL(self):
version_profile = QOpenGLVersionProfile()
version_profile.setVersion(2, 0)
self.gl = self.context().versionFunctions(version_profile)
self.gl.initializeOpenGLFunctions()
self.setClearColor(self.clear.darker())
self.object = self.makeObject()
self.gl.glShadeModel(self.gl.GL_SMOOTH)
self.gl.glEnable(self.gl.GL_DEPTH_TEST)
self.gl.glEnable(self.gl.GL_CULL_FACE)
self.gl.glEnable(self.gl.GL_LIGHTING)
self.gl.glLightModelfv(self.gl.GL_LIGHT_MODEL_AMBIENT, [0.9, 0.9, 0.9, 1.0])
self.gl.glEnable(self.gl.GL_COLOR_MATERIAL)
self.gl.glColorMaterial(self.gl.GL_FRONT, self.gl.GL_AMBIENT_AND_DIFFUSE)
self.gl.glActiveTexture(self.gl.GL_TEXTURE0)
self.text_obj = self.gl.glGenTextures(1)
self.gl.glBindTexture(self.gl.GL_TEXTURE_2D, self.text_obj)
self.gl.glPixelStorei(self.gl.GL_UNPACK_ALIGNMENT, 1)
self.gl.glTexImage2D(self.gl.GL_TEXTURE_2D, 0, self.gl.GL_RGB, self.mapWidth, self.mapHeight, 0, self.gl.GL_RGB, self.gl.GL_UNSIGNED_BYTE, self.inputMapFile.tobytes())
self.gl.glPixelStorei(self.gl.GL_UNPACK_ALIGNMENT, 4)
self.gl.glTexParameterf(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MAG_FILTER, self.gl.GL_LINEAR)
self.gl.glTexParameterf(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MIN_FILTER, self.gl.GL_LINEAR)
def paintGL(self):
self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT)
self.gl.glLoadIdentity()
self.gl.glTranslated(0.0, 0.0, -10.0)
self.gl.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0)
self.gl.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0)
self.gl.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0)
self.gl.glEnable(self.gl.GL_TEXTURE_2D)
self.gl.glBindTexture(self.gl.GL_TEXTURE_2D, self.text_obj)
self.gl.glColor3f(1, 1, 1)
self.gl.glCallList(self.object)
def resizeGL(self, width, height):
side = min(width, height)
if side < 0:
return
self.gl.glViewport((width - side) // 2, (height - side) // 2, side,
side)
self.gl.glMatrixMode(self.gl.GL_PROJECTION)
self.gl.glLoadIdentity()
self.gl.glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0)
self.gl.glMatrixMode(self.gl.GL_MODELVIEW)
def mousePressEvent(self, event):
self.lastPos = event.pos()
def mouseMoveEvent(self, event):
dx = event.x() - self.lastPos.x()
dy = event.y() - self.lastPos.y()
if event.buttons() & Qt.LeftButton:
self.setXRotation(self.xRot + 8 * dy)
self.setYRotation(self.yRot + 8 * dx)
elif event.buttons() & Qt.RightButton:
self.setXRotation(self.xRot + 8 * dy)
self.setZRotation(self.zRot + 8 * dx)
self.lastPos = event.pos()
def makeObject(self):
genList = self.gl.glGenLists(1)
self.gl.glNewList(genList, self.gl.GL_COMPILE)
self.gl.glBegin(self.gl.GL_TRIANGLES)
UResolution = 18
VResolution = 36
r = 0.3
startU = 0
startV = 0
endU = math.pi * 2
endV = math.pi
stepU = (endU-startU)/UResolution # step size between U-points on the grid
stepV = (endV-startV)/VResolution # step size between V-points on the grid
for i in range(UResolution): # U-points
for j in range(VResolution): # V-points
u = i*stepU+startU
v = j*stepV+startV
un = endU if (i+1==UResolution) else (i+1)*stepU+startU
vn = endV if (j+1==VResolution) else (j+1)*stepV+startV
p0 = [ math.cos(u)*math.sin(v)*r, math.cos(v)*r, math.sin(u)*math.sin(v)*r ]
p1 = [ math.cos(u)*math.sin(vn)*r, math.cos(vn)*r, math.sin(u)*math.sin(vn)*r ]
p2 = [ math.cos(un)*math.sin(v)*r, math.cos(v)*r, math.sin(un)*math.sin(v)*r ]
p3 = [ math.cos(un)*math.sin(vn)*r, math.cos(vn)*r, math.sin(un)*math.sin(vn)*r ]
t0 = [i/UResolution, 1-j/VResolution]
t1 = [i/UResolution, 1-(j+1)/VResolution]
t2 = [(i+1)/UResolution, 1-j/VResolution]
t3 = [(i+1)/UResolution, 1-(j+1)/VResolution]
# Output the first triangle of this grid square
self.gl.glTexCoord2f(*t0)
self.gl.glVertex3f(*p0)
self.gl.glTexCoord2f(*t2)
self.gl.glVertex3f(*p2)
self.gl.glTexCoord2f(*t1)
self.gl.glVertex3f(*p1)
# Output the other triangle of this grid square
self.gl.glTexCoord2f(*t3)
self.gl.glVertex3f(*p3)
self.gl.glTexCoord2f(*t1)
self.gl.glVertex3f(*p1)
self.gl.glTexCoord2f(*t2)
self.gl.glVertex3f(*p2)
self.gl.glEnd()
self.gl.glEndList()
return genList
def normalizeAngle(self, angle):
while angle < 0:
angle += 360 * 16
while angle > 360 * 16:
angle -= 360 * 16
return angle
def setClearColor(self, c):
self.gl.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())
def setColor(self, c):
self.gl.glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF())
if __name__ == '__main__':
app = QApplication(sys.argv)
window = Window()
window.show()
sys.exit(app.exec_())