我有需要跨平臺的wxPython + pyOpenGL應用程序。現在供選擇我實現了一個顏色選擇方案,主要如下:pyOpenGL在windows上採摘
if len(self.pick_color_array) == 0:
self.init_color_buffers(len(self.points))
glUseProgram(0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glDisable(GL_BLEND)
glDisable(GL_DITHER)
glDisable(GL_FOG)
glDisable(GL_LIGHTING)
glDisable(GL_TEXTURE_1D)
glDisable(GL_TEXTURE_2D)
glDisable(GL_TEXTURE_3D)
glShadeModel(GL_FLAT)
glPushMatrix()
glTranslate(self.x_translation_step,self.y_translation_step,
Z_DISTANCE + z_translation)
glRotate(alpha_rotation, 0.0, 0.0, 1.0)
glRotate(beta_rotation, 0.0, 1.0, 0.0)
self.apply_connectivity_nose_correction()
for i in range(len(self.points)):
glColor3ub(self.pick_color_array[i][0], self.pick_color_array[i][1], self.pick_color_array[i][2])
glEnableClientState(GL_VERTEX_ARRAY)
glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffers[i][0])
glVertexPointer(3, GL_FLOAT, 0, None)
glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffers[i][2])
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.positions_buffers[i][2])
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, None)
glPopMatrix()
viewport = glGetIntegerv(GL_VIEWPORT)
pixel = glReadPixels(self.control.mouse_x(), float(viewport[3] - float(self.control.mouse_y())), 1, 1,
GL_RGB, GL_UNSIGNED_BYTE)
glUseProgram(self.shader.shader)
glEnable(GL_BLEND)
glEnable(GL_DITHER)
glEnable(GL_FOG)
glEnable(GL_LIGHTING)
glEnable(GL_TEXTURE_1D)
glEnable(GL_TEXTURE_2D)
glEnable(GL_TEXTURE_3D)
glShadeModel(GL_SMOOTH)
現在的init_color_buffers:
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
self.pick_color_dict = {}
self.pick_color_array = []
vertices = numpy.array([
0.0, 1000.0, 0.0,
-1000.0, -1000.0, 1000.0,
1000.0, -1000.0, 1000.0,
0.0, 1000.0, 0.0,
1000.0, -1000.0, 1000.0,
1000.0, -1000.0, -1000.0,
0.0, 100.0, 0.0,
1000.0, -1000.0, -1000.0,
-1000.0, -1000.0, -1000.0,
0.0, 1000.0, 0.0,
-1000.0, -1000.0, -1000.0,
-1000.0, -1000.0, 1000.0
], dtype=numpy.float32)
buffer_cube = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, buffer_cube)
glBufferData(GL_ARRAY_BUFFER, ADT.arrayByteCount(vertices),
ADT.voidDataPointer(vertices), GL_STATIC_DRAW)
glUseProgram(0)
glDisable(GL_BLEND)
glDisable(GL_DITHER)
glDisable(GL_FOG)
glDisable(GL_LIGHTING)
glDisable(GL_TEXTURE_1D)
glDisable(GL_TEXTURE_2D)
glDisable(GL_TEXTURE_3D)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glShadeModel(GL_FLAT)
for i in range(nr_points):
self.pick_color_array.append((numpy.uint8(255.0/nr_points*i),
numpy.uint8(255 - 255.0/nr_points*i),
numpy.uint8(255.0/nr_points*i)))
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glColor3ub(self.pick_color_array[i][0], self.pick_color_array[i][1], self.pick_color_array[i][2])
glEnableClientState(GL_VERTEX_ARRAY)
glBindBuffer(GL_ARRAY_BUFFER, buffer_cube)
glVertexPointer(3, GL_FLOAT, 0, None)
glDrawArrays(GL_TRIANGLES, 0, 12)
pixel = glReadPixels(10, 10, 1, 1,
GL_RGB, GL_UNSIGNED_BYTE)
from binascii import hexlify
bit_repr = bin(int(b"1" + hexlify(pixel), 16))[3:]
color_0 = 0
for bit in bit_repr[:8]:
color_0 = color_0 * 2 + numpy.uint8(bit)
color_1 = 0
for bit in bit_repr[8:16]:
color_1 = color_1 * 2 + numpy.uint8(bit)
color_2 = 0
for bit in bit_repr[16:]:
color_2 = color_2 * 2 + numpy.uint8(bit)
self.pick_color_dict[(color_0, color_1, color_2)] = i
現在,這是書面和在MacOS完美。但現在,當我在Windows上嘗試它時,它根本無法工作。創建的顏色字典只是一個{(0,0,0):last_index},任何點擊我的項目也會返回(0,0,0)。現在我非常難以理解我在這裏做錯了什麼,特別是因爲在MacOS上一切正常。我唯一的猜測就是glReadPixels不知何故在Windows上無法正常工作,或者Windows上的wxPython會以某種方式搞砸它?
任何幫助將不勝感激。
問候, 波格丹
感謝您的建議,我會試一試。我知道我沒有使用所有的顏色,但因爲我只需要最多120種顏色,所以我不想讓任何進一步複雜化。 – Bogdan 2012-01-13 15:47:34
此外,投影矩陣在initGl中被設置一次,在gluPerspective(45.0,比率,0.1,800.0)之前被調用,之後它根本不會改變。我還應該在init_color_buffers中再次調用它嗎? – Bogdan 2012-01-13 15:51:07
那不是那麼必要。它應該在Windows上工作,以防萬一它在Mac上工作。我也注意到你的頂點數據有一個小錯誤,第6個頂點的y座標是100,它可能應該是1000.但是這不應該影響任何東西。 – 2012-01-14 11:28:32