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Python OpenGL如何正确渲染离屏

转载 作者:行者123 更新时间:2023-12-04 10:22:20 25 4
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我的任务是在 OpenGL 的屏幕外渲染东西。我必须在帧缓冲区中渲染东西,但不需要在 OpenGL 窗口上显示它。

import sys
from PIL import Image
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import numpy as np

# define shader code
vertex_code='''
uniform float scale;
attribute vec2 position;
attribute vec4 color;
varying vec4 v_color;
attribute vec2 TexCoordIn;
varying vec2 TexCoordOut;

void main()
{

gl_Position = vec4(position*scale, 0.0, 1.0);
v_color = color;
TexCoordOut = TexCoordIn;

}'''

fragment_code='''
varying vec4 v_color;
varying vec2 TexCoordOut;
uniform sampler2D Texture;
uniform vec2 originPosition;
uniform vec2 targetPosition;
vec2 curveWarp(vec2 textureCoord, vec2 originPosition, vec2 targetPosition, float radius)
{
vec2 offset = vec2(0.0);
vec2 result = vec2(0.0);

vec2 direction = targetPosition - originPosition;

float infect = distance(textureCoord, originPosition)/radius;

infect = 1.0 - infect;
infect = clamp(infect, 0.0, 1.0);
offset = direction * infect;

result = textureCoord - offset;
return result;
}

void main()
{
vec2 coordinate = vec2(0.0);
float radius = 0.5;
coordinate = curveWarp(TexCoordOut,originPosition,targetPosition,radius);
gl_FragColor = v_color*0.000000000001 + texture2D(Texture, coordinate);

}'''

#define vertex and color array
data = np.zeros(4, dtype = [ ("position", np.float32, 2), ("color", np.float32, 4),("textureCoord",np.float32,2)] )
data['color'] = [ (1,1,0,1), (1,1,0,1), (1,1,0,1), (1,1,0,1) ]
data['position'] = [ (-1,-1), (-1,+1), (+1,-1), (+1,+1) ]
data['textureCoord']= [ (0,0), (0,1), (1,0), (1,1) ]

#define debug function
def showTextureInGLTexture2D():
im = glGetTexImage( GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE )
image=Image.frombuffer("RGBA",(512,512),im, 'raw', 'RGBA', 0, 1)
image.show()

#define useful function
def display():
glClear(GL_COLOR_BUFFER_BIT)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)

glutSwapBuffers()

def reshape(width,height):
glViewport(0, 0, width, height)



#step1 init the context
def init(img_path):
image = Image.open(img_path)
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB)
glutCreateWindow('Hello world!')
glutReshapeWindow(image.width,image.height)
glutReshapeFunc(reshape)
glutDisplayFunc(display)
glutKeyboardFunc(keyboard)
return image

#step 2
def initShaderProgram():
program = glCreateProgram()
vertex = glCreateShader(GL_VERTEX_SHADER)
fragment = glCreateShader(GL_FRAGMENT_SHADER)

# Set shaders source
glShaderSource(vertex, vertex_code)
glShaderSource(fragment, fragment_code)

# Compile shaders
glCompileShader(vertex)
glCompileShader(fragment)

fragSuccess=glGetShaderiv(fragment, GL_COMPILE_STATUS)
vertSuccess=glGetShaderiv(vertex, GL_COMPILE_STATUS)
print("vertext shader compile success [%s]" %(vertSuccess,))
print( "fragment shader compile success [%s]" %(fragSuccess,))

if vertSuccess==0:
print (glGetShaderInfoLog(vertex))
sys.exit(0)

if fragSuccess==0:
print (glGetShaderInfoLog(fragment))
sys.exit(0)


glAttachShader(program, vertex)
glAttachShader(program, fragment)
glLinkProgram(program)
linksucc=glGetProgramiv(program,GL_LINK_STATUS);
print( "link program success [%s]" %(linksucc,))
glUseProgram(program)

return program

#step 3.1 optional setup texture
def getTextureFromFile(image_file):
#convert file to bytes
image = image_file.transpose(Image.FLIP_TOP_BOTTOM)
image = image.convert("RGBA")
byteImage =np.array(list(image.getdata()), np.uint8)

#setup texture
texIndex=glGenTextures(1)
glEnable( GL_TEXTURE_2D )
glBindTexture(GL_TEXTURE_2D,texIndex)

glPixelStorei(GL_UNPACK_ALIGNMENT,1)
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_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
#make the texture the default
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texIndex, 0)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,image.width,image.height,0,GL_RGBA,GL_UNSIGNED_BYTE,byteImage)

return texIndex




#step 4.1 optional get the image from BufferFrame
def saveImageFromFBO(image):
glReadBuffer(GL_COLOR_ATTACHMENT0)
glPixelStorei(GL_PACK_ALIGNMENT, 1)
data = glReadPixels (0, 0, image.width, image.height, GL_RGB, GL_UNSIGNED_BYTE)
image = Image.new ("RGB", (image.width, image.height), (0, 0, 0))
image.frombytes (data)
image = image.transpose(Image.FLIP_TOP_BOTTOM)
image.save ('9_result.jpg')


#step 4 optional if need to OSR generate a BufferFrame
def setupSelfDefineFBO(program,image):

# Setup framebuffer
framebuffer = glGenFramebuffers (1)
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer)

# Setup depthbuffer
depthbuffer = glGenRenderbuffers (1)
glBindRenderbuffer (GL_RENDERBUFFER,depthbuffer)
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT, image.width, image.height)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer)

#first init VBO, then other parameters
buffer = glGenBuffers(1) # Request a buffer slot from GPU
glBindBuffer(GL_ARRAY_BUFFER, buffer) # Make this buffer the default one
glBufferData(GL_ARRAY_BUFFER, data.nbytes, data, GL_DYNAMIC_DRAW) # Upload data

# Create texture to render to
# glBufferData(GL_FRAMEBUFFER, data.nbytes, data, GL_DYNAMIC_DRAW)
loc = glGetAttribLocation(program, "position") #get the index of the attribute in program
glEnableVertexAttribArray(loc) #allow this attribute decide by index can be use
stride = data.strides[0] #define how to read buffer
offset = ctypes.c_void_p(0) #define the offset where the data begin in buffer
glVertexAttribPointer(loc, 2, GL_FLOAT, False, stride, offset)
offset = ctypes.c_void_p(data.dtype["position"].itemsize)
loc = glGetAttribLocation(program, "color")
glEnableVertexAttribArray(loc)
glVertexAttribPointer(loc, 4, GL_FLOAT, False, stride, offset)

#setup other parameters
loc = glGetUniformLocation(program, "scale")
glUniform1f(loc, 1.0)


originPosition = glGetUniformLocation(program, "originPosition")
glUniform2f(originPosition, 0.5, 0.5 )

targetPosition = glGetUniformLocation(program, "targetPosition")
glUniform2f(targetPosition, 0.47, 0.47 )

# following code to bind uniform texture if needed
aTexture=getTextureFromFile(image)

glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D,aTexture)
loc=glGetUniformLocation(program,"Texture")
textureId=glGetIntegerv(GL_TEXTURE_BINDING_2D) #find out the id of the current texture bind to GL_TEXTURE_2D
glUniform1i(loc,textureId)

loc= glGetAttribLocation(program, "TexCoordIn")
glEnableVertexAttribArray(loc)
offset=ctypes.c_void_p(data.dtype["color"].itemsize+8)
glVertexAttribPointer(loc,2,GL_FLOAT,False,stride,offset)

status = glCheckFramebufferStatus (GL_FRAMEBUFFER)
if status != GL_FRAMEBUFFER_COMPLETE:
print( "Error in framebuffer activation")

saveImageFromFBO(image)


glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE)
glDeleteTextures ([aTexture])
glDeleteFramebuffers (1,[framebuffer])

print( 'save image from FBO success')

def keyboard( keycode, x, y ):
# print(keycode)
# if (keycode == 'b'+'q'):
# sys.exit()
# elif (keycode == 'b'+' '):
saveImageFromFBO(image)



if (__name__ == '__main__'):
image = init('9.jpg')
program = initShaderProgram()
setupSelfDefineFBO(program,image)


代码没有正确渲染图片,shader不工作,但是可以保存原图。
我没有在互联网上找到有用的信息。任何想法为什么这不起作用?我该如何解决?

最佳答案

首先帧缓冲区需要一个颜色缓冲区:

def setupSelfDefineFBO(program,image):

fbWidth, fbHeight = image.width, image.height

# Setup framebuffer
framebuffer = glGenFramebuffers (1)
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer)

# Setup colorbuffer
colorbuffer = glGenRenderbuffers (1)
glBindRenderbuffer(GL_RENDERBUFFER, colorbuffer)
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, fbWidth, fbHeight)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer)

# Setup depthbuffer
depthbuffer = glGenRenderbuffers (1)
glBindRenderbuffer(GL_RENDERBUFFER,depthbuffer)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fbWidth, fbHeight)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer)

# check status
status = glCheckFramebufferStatus (GL_FRAMEBUFFER)
if status != GL_FRAMEBUFFER_COMPLETE:
print( "Error in framebuffer activation")

# [...]

视口(viewport)的大小必须适应帧缓冲区的大小( glViewport ):

def setupSelfDefineFBO(program,image):
# [...]

glViewport(0, 0, fbWidth, fbHeight)

# [...]

纹理对象和纹理采样器统一的绑定(bind)节点是纹理单元。您必须将纹理单元分配给纹理采样器制服,而不是纹理对象(名称)id(0 表示 GL_TEXTURE0 ,1 表示 GL_TEXTURE1 ...):

def setupSelfDefineFBO(program,image):
# [...]

glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D,aTexture)
loc=glGetUniformLocation(program,"Texture")
glUniform1i(loc, 0) # <----

# [...]

要运行着色器程序,您必须绘制一些几何图形。应用程序设置了顶点坐标和属性,但从未绘制几何 id。通过 GL_TRIANGLE_STRIP 绘制屏幕空间四边形 Triangle primitives :

def setupSelfDefineFBO(program,image):
# [...]

glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
saveImageFromFBO(fbWidth, fbHeight)

glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE)
glViewport(0, 0, 512, 512)

# [...]

def saveImageFromFBO(width, height):
glReadBuffer(GL_COLOR_ATTACHMENT0)
glPixelStorei(GL_PACK_ALIGNMENT, 1)
data = glReadPixels (0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE)
image = Image.new("RGB", (width, height), (0, 0, 0))
image.frombytes(data)
image = image.transpose(Image.FLIP_TOP_BOTTOM)
image.save ('9_result.jpg')

关于Python OpenGL如何正确渲染离屏,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/60800538/

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