如何在PyQt5 QOpenGLWidget中为球体添加纹理

cygmwpex  于 2022-12-23  发布在  其他
关注(0)|答案(1)|浏览(168)

我尝试在我用PyQt5编写的程序中显示一张世界Map。到目前为止,对于渲染方面的内容,这是我的代码(大部分是借来的):

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_())

它在窗口中创建一个无阴影的球体。我想把从“BWTopo”加载的图像作为一个等矩形投影贴图应用到球体上。我该怎么做呢?

ldfqzlk8

ldfqzlk81#

你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)

您需要在范围[0,1]中创建纹理坐标:

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,请参见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_())

相关问题