[英]Reading depth buffer with PyOpenGL
Basically, I'm trying to extract a depth map (by this I mean a matrix with z corresponding to z-coordinates for vertices in GL.glVertex3dv(vertex)
call - obviously, interpolated for plane pixels) after rendering a model (script is loading the model from file with path specified as the first command line argument). 基本上,我试图提取深度图(我的意思是与相应的2到z坐标为顶点的矩阵
GL.glVertex3dv(vertex)
调用-显然,插补平面像素)渲染模型后(脚本从指定路径作为第一个命令行参数的文件加载模型)。
There are several questions which come to mind: 我想到了几个问题:
why glReadPixels
call returns a numpy array with shape (width, shape)
, instead of (height, width)
? 为什么
glReadPixels
调用返回一个形状为(width, shape)
而不是(height, width)
的numpy数组?
why it returns some trash, not connected to the rendered model? 为什么返回一些垃圾,而不连接到渲染模型?
is there an easy way to get z-coordinates on OpenGL legacy code with PyOpenGL framework? 有没有一种简单的方法可以使用PyOpenGL框架在OpenGL遗留代码上获取z坐标?
is it correct that maximum I can get here is some array with range [0; 1]
我可以在此处获得的最大值是范围为
[0; 1]
[0; 1]
, basically is some fraction between zNear and zFar (and normalized by glReadPixels, for whatever reason)? [0; 1]
,基本上是zNear和zFar之间的某个分数(出于某种原因并由glReadPixels进行了归一化)?
The code itself: 代码本身:
import sys
import argparse
import pyassimp
from pyassimp.postprocess import aiProcess_JoinIdenticalVertices, aiProcess_Triangulate
import numpy as np
import matplotlib.pyplot as plt
from collections import namedtuple
from OpenGL import GL, GLUT
Mesh = namedtuple('Mesh', ('vertices', 'faces'))
def load_mesh(filename):
scene = pyassimp.load(filename, processing=aiProcess_JoinIdenticalVertices | aiProcess_Triangulate)
mesh = scene.mMeshes[0].contents
def get_vector_array(vector):
return [vector.x, vector.y, vector.z]
def get_face_array(face):
return [face.mIndices[i] for i in xrange(face.mNumIndices)]
vertices = np.array([get_vector_array(mesh.mVertices[i]) for i in xrange(mesh.mNumVertices)])
faces = np.array([get_face_array(mesh.mFaces[i]) for i in xrange(mesh.mNumFaces)])
pyassimp.release(scene)
return Mesh(vertices, faces)
def load_ortho():
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
GL.glOrtho(-1, 1, -1, 1, -1, 1)
GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glLoadIdentity()
mesh = None
width, height = 1920, 1080
def draw_mesh():
global mesh, width, height
GL.glClearColor(0, 0, 0, 0)
GL.glClearDepth(0.5)
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glDepthMask(GL.GL_TRUE)
load_ortho()
for face in mesh.faces:
GL.glBegin(GL.GL_POLYGON)
for vertex in mesh.vertices[face]:
GL.glVertex3dv(vertex)
GL.glEnd()
GLUT.glutSwapBuffers()
d = GL.glReadPixels(0, 0, width, height, GL.GL_DEPTH_COMPONENT, GL.GL_FLOAT)
plt.imshow(d)
plt.show()
def reshape(w, h):
GL.glViewport(0, 0, w, h)
GLUT.glutDisplayFunc(draw_mesh)
GLUT.glutPostRedisplay()
def init(width, height):
GLUT.glutInit(sys.argv)
GLUT.glutInitDisplayMode(GLUT.GLUT_RGBA | GLUT.GLUT_DOUBLE)
GLUT.glutInitWindowSize(width, height)
GLUT.glutInitWindowPosition(0, 0)
GLUT.glutCreateWindow("test")
# GLUT.glutDisplayFunc(draw_mesh)
# GLUT.glutIdleFunc(draw_mesh)
GLUT.glutReshapeFunc(reshape)
GLUT.glutIdleFunc(GLUT.glutPostRedisplay)
def keyPressed(self, *args):
if args[0] == '\033':
sys.exit()
GLUT.glutKeyboardFunc(keyPressed)
if __name__ == '__main__':
parser = argparse.ArgumentParser("Test on extracting depth while rendering a model with PyOpenGL")
parser.add_argument("model", type=str)
args = parser.parse_args()
global mesh
mesh = load_mesh(args.model)
init(width, height)
draw_mesh()
The model file I personally used for testing: bunny.obj The snippet's result is here 我个人用于测试的模型文件: bunny.obj代码段的结果在这里
Running your code gave me some "Invalid Operation Error: 1282"
messages for the glReadPixels
call. 运行您的代码给我
glReadPixels
调用一些"Invalid Operation Error: 1282"
消息。 Instead, here is a simple demo I just wrote that shows how to obtain the color and the depth buffer from OpenGL for a rendered triangle. 相反,这是我刚刚编写的一个简单演示,演示了如何从OpenGL获取渲染三角形的颜色和深度缓冲区。 What I do here is bind an FBO (framebuffer object) to the screen with the desired texture attachments (for receiving the color and depth data).
我在这里所做的是使用所需的纹理附件(用于接收颜色和深度数据)将FBO(帧缓冲区对象)绑定到屏幕。 I then read out the data from the GPU using
glGetTexImage
. 然后,我使用
glGetTexImage
从GPU读取数据。 Using textures might not be the fastest approach, but this is pretty simple and should work nicely. 使用纹理可能不是最快的方法,但这很简单,应该可以很好地工作。 Let me know if anything in this is unclear and I will elaborate on it.
让我知道是否有任何不清楚的地方,我将对其进行详细说明。
from OpenGL.GL import *
from OpenGL.GLUT import *
import numpy as np
import sys
def draw_scene():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_TRIANGLES)
glColor3f(1, 0, 0)
glVertex3f(-1, -1, 0)
glColor3f(0, 1, 0)
glVertex3f(0, 1, 0)
glColor3f(0, 0, 1)
glVertex3f(1, -1, 0)
glEnd()
def draw_texture():
global color_texture
glColor3f(1, 1, 1)
glBindTexture(GL_TEXTURE_2D, color_texture)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_QUADS)
glTexCoord2f(0, 0)
glVertex3f(-1, -1, 0)
glTexCoord2f(0, 1)
glVertex3f(-1, 1, 0)
glTexCoord2f(1, 1)
glVertex3f(1, 1, 0)
glTexCoord2f(1, 0)
glVertex3f(1, -1, 0)
glEnd()
glBindTexture(GL_TEXTURE_2D, 0)
def update_display():
global fbo, color_texture, depth_texture
#Render the scene to an offscreen FBO
glBindFramebuffer(GL_FRAMEBUFFER, fbo)
draw_scene()
glBindFramebuffer(GL_FRAMEBUFFER, 0)
#Then render the results of the color texture attached to the FBO to the screen
draw_texture()
#Obtain the color data in a numpy array
glBindTexture(GL_TEXTURE_2D, color_texture)
color_str = glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE)
glBindTexture(GL_TEXTURE_2D, 0)
color_data = np.fromstring(color_str, dtype=np.uint8)
#Obtain the depth data in a numpy array
glBindTexture(GL_TEXTURE_2D, depth_texture)
depth_str = glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT)
glBindTexture(GL_TEXTURE_2D, 0)
depth_data = np.fromstring(depth_str, dtype=np.float32)
print(np.min(depth_data), np.max(depth_data))#This is just to show the normalized range of depth values obtained
glutSwapBuffers()
width, height = 800, 600
fbo = None
color_texture = None
depth_texture = None
if __name__ == '__main__':
glutInit([])
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE)
glutInitWindowSize(width, height)
glutInitWindowPosition(0, 0)
glutCreateWindow("Triangle Test")
glEnable(GL_TEXTURE_2D)#not needed if using shaders...
glEnable(GL_DEPTH_TEST)
color_texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, color_texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
glBindTexture(GL_TEXTURE_2D, 0)
depth_texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, depth_texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None)
glBindTexture(GL_TEXTURE_2D, 0)
fbo = glGenFramebuffers(1)
glBindFramebuffer(GL_FRAMEBUFFER, fbo)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture, 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glutDisplayFunc(update_display)
glutIdleFunc(glutPostRedisplay)
glutMainLoop()
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