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Python+OpenGL进行立方体多纹理映射

时间:12-25来源:作者:点击数:

Python扩展库pyopengl完美地封装了OpenGL,从而使得可以使用Python编写计算机图形学程序。如果使用pip在线安装不成功的话,可以下载whl文件然后本地安装。

本文代码使用Python+OpenGL对立方体进行贴图,并且每个面的纹理不相同。之前发过一个类似的,不过那个是6个面的纹理一样,见Python实现立方体纹理映射

import sys
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
from PIL import Image

class MyPyOpenGLTest:
    def __init__(self,
                 width=640,
                 height=480,
                 title='MyPyOpenGLTest'.encode()):
        glutInit(sys.argv)
        glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
        glutInitWindowSize(width, height)
        self.window = glutCreateWindow(title)
        glutDisplayFunc(self.Draw)
        glutIdleFunc(self.Draw)
        self.InitGL(width, height)
        #绕各坐标轴旋转的角度
        self.x = 0.0
        self.y = 0.0
        self.z = 0.0
    #绘制图形
    def Draw(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()
        #沿z轴平移
        glTranslate(0.0, 0.0, -5.0)
        #分别绕x,y,z轴旋转
        glRotatef(self.x, 1.0, 0.0, 0.0)
        glRotatef(self.y, 0.0, 1.0, 0.0)
        glRotatef(self.z, 0.0, 0.0, 1.0)
        #开始绘制立方体的每个面,同时设置纹理映射
        glBindTexture(GL_TEXTURE_2D, 0)
        #绘制四边形
        glBegin(GL_QUADS)        
        #设置纹理坐标
        glTexCoord2f(0.0, 0.0)
        #绘制顶点
        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()
        #切换纹理
        glBindTexture(GL_TEXTURE_2D, 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()
        #切换纹理
        glBindTexture(GL_TEXTURE_2D, 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()
        #切换纹理
        glBindTexture(GL_TEXTURE_2D, 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()
        #切换纹理
        glBindTexture(GL_TEXTURE_2D, 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()
        #切换纹理
        glBindTexture(GL_TEXTURE_2D, 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)
        #结束绘制
        glEnd()
        #刷新屏幕,产生动画效果
        glutSwapBuffers()
        #修改各坐标轴的旋转角度
        self.x += 0.02
        self.y += 0.03
        self.z += 0.01
    #加载纹理
    def LoadTexture(self):
        # 提前准备好的6个图片
        imgFiles = [str(i)+'.jpg' for i in range(1,7)]
        for i in range(6):
            img = Image.open(imgFiles[i])
            width, height = img.size
            img = img.tobytes('raw', 'RGBX', 0, -1)
            
            glGenTextures(2)
            glBindTexture(GL_TEXTURE_2D, i)
            glTexImage2D(GL_TEXTURE_2D, 0, 4,
                         width, height, 0, GL_RGBA,
                         GL_UNSIGNED_BYTE,img)
            glTexParameterf(GL_TEXTURE_2D,
                            GL_TEXTURE_WRAP_S, GL_CLAMP)
            glTexParameterf(GL_TEXTURE_2D,
                            GL_TEXTURE_WRAP_T, GL_CLAMP)
            glTexParameterf(GL_TEXTURE_2D,
                            GL_TEXTURE_WRAP_S, GL_REPEAT)
            glTexParameterf(GL_TEXTURE_2D,
                            GL_TEXTURE_WRAP_T, GL_REPEAT)
            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 InitGL(self, width, height):
        self.LoadTexture()
        glEnable(GL_TEXTURE_2D)
        glClearColor(1.0, 1.0, 1.0, 0.0)
        glClearDepth(1.0)
        glDepthFunc(GL_LESS)
        glShadeModel(GL_SMOOTH)
        #背面剔除,消隐
        glEnable(GL_CULL_FACE)
        glCullFace(GL_BACK)
        glEnable(GL_POINT_SMOOTH)
        glEnable(GL_LINE_SMOOTH)
        glEnable(GL_POLYGON_SMOOTH)
        glMatrixMode(GL_PROJECTION)
        glHint(GL_POINT_SMOOTH_HINT,GL_NICEST)
        glHint(GL_LINE_SMOOTH_HINT,GL_NICEST)
        glHint(GL_POLYGON_SMOOTH_HINT,GL_FASTEST)
        glLoadIdentity()
        gluPerspective(45.0, float(width)/float(height), 0.1, 100.0)
        glMatrixMode(GL_MODELVIEW)
    def MainLoop(self):
        glutMainLoop()
if __name__ == '__main__':
    w = MyPyOpenGLTest()
    w.MainLoop()

运行截图:

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