我试图做一个简单的渲染,将TIFF图像中的数据加载到numpy矩阵中,并生成一个三维纹理。Tiff图像是强度图像,我希望将这个强度图像重新映射为亮度或白彩色图像。
虽然我认为我理解GL_Texture_3D的过程,但是没有运行代码的错误,我仍然没有获得可视化的结果。我确实做了一些很简单的错事。有人能帮我理解我的错误吗?
这是更正的代码的一个简短版本:
编辑2:尝试正确地转换类型:,正如Reto所建议的,我可能面临一个强制转换问题。因此,我将numpy数组转换为uint8,确保值与所有零不同,并将其传递给channel_RGBA_buffer uint8 arrray。仍然会产生一个黑色的窗口。
编辑3:使用Glumpy方法:读取Glumpy ( https://code.google.com/p/glumpy/source/browse/glumpy/image/texture.py?r=8cbc2aa2b277c07b59fba964edd327370a8e8091 )的“纹理”函数,我将目标GL格式GL_RGBA更改为GL_RGBA16,并在调用glTexImage3D后添加glBindTexture( GL_TEXTURE_3D,0)。仍然不确定为什么0而不是纹理。
结果仍然是一个黑色的窗口,但当关闭这个窗口,一瞬间,我看到数据出现。看来我要多加一层了。
import sys
import numpy
from OpenGL.GL import *
from OpenGL.GL.shaders import *
from OpenGL.arrays import vbo
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GLUT.freeglut import *
class test_TIFF_render:
def __init__(self):
self.something = True
def load_texture(self):
global texture
#read file as array, for simplicity I will just make a random numpy 3D matrix
tiff_mean = numpy.random.rand(3,300,300)
tiff_mean = tiff_mean*1000
tiff_mean = tiff_mean.astype('uint8')
shape_array = tiff_mean.shape
shape_array = tiff_mean.shape
#we have the data now, let's set the texture
tiff_mean = tiff_mean.reshape(tiff_mean.shape[1]*tiff_mean.shape[2]*tiff_mean.shape[0])
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_3D,texture)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_BORDER)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_BORDER)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,GL_CLAMP_TO_BORDER)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
#now we need to convert the intensity data organized in 3D matrix into an RGBA buffer array (pixel1R, pixel1G, pixel1B, pixel1A, pixel2R....)
channel_RGBA_buffer = numpy.zeros(tiff_mean.shape[0]*4, numpy.uint8)
for i in range(0,tiff_mean.shape[0]):
channel_RGBA_buffer[i*4] = tiff_mean[i] #R
channel_RGBA_buffer[i*4+1] = tiff_mean[i] #G
channel_RGBA_buffer[i*4+2] = tiff_mean[i] #B
channel_RGBA_buffer[i*4+3] = tiff_mean[i] #A
if numpy.mod(i,100000)==0:
print('count %d',i)
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16, shape_array[1], shape_array[2], shape_array[0], 0, GL_RGBA, GL_UNSIGNED_BYTE, channel_RGBA_buffer)
glBindTexture( GL_TEXTURE_3D, 0 )
def display(self):
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
glEnable( GL_ALPHA_TEST )
glAlphaFunc( GL_GREATER, 0.03)
glEnable(GL_BLEND)
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
glMatrixMode( GL_TEXTURE )
glLoadIdentity()
glEnable(GL_TEXTURE_3D);
glBindTexture( GL_TEXTURE_3D, texture);
dOrthoSize = 1
for Indx in self.my_range(-1,1,0.01):
TexIndex = round(Indx,2)
glBegin(GL_QUADS)
glTexCoord3f(0.0, 0.0, (TexIndex+1.0)/2.0)
glVertex3f(-dOrthoSize,-dOrthoSize,TexIndex)
glTexCoord3f(1.0, 0.0, (TexIndex+1.0)/2.0)
glVertex3f(dOrthoSize,-dOrthoSize,TexIndex)
glTexCoord3f(1.0, 1.0, (TexIndex+1.0)/2.0)
glVertex3f(dOrthoSize,dOrthoSize,TexIndex)
glTexCoord3f(0.0, 1.0, (TexIndex+1.0)/2.0)
glVertex3f(-dOrthoSize,dOrthoSize,TexIndex);
glEnd()
glBindTexture( GL_TEXTURE_3D, texture )
def my_range(self,start, end, step):
while start <= end:
yield start
start += step
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA)
glutInitWindowSize(300,300)
window = glutCreateWindow(b"I really hope this works")
test111 = test_TIFF_render()
test111.load_texture()
glutDisplayFunc(test111.display)
glutMainLoop()我正在使用Python3.3运行Win7 64位。
发布于 2014-06-10 03:23:05
我没有使用numpy,但是按照我阅读文档(http://docs.scipy.org/doc/numpy/reference/generated/numpy.zeros.html)的方式,numpy.zeros()默认生成一个float64值数组。然后将GL_INT作为glTexImage3D()的类型参数传递。看来我们这里有一个类型错配。
用于纹理数据的典型数据类型是无符号字节。所以我觉得应该是这样的:
channel_RGBA_buffer = numpy.zeros(tiff_mean.shape[0]*4, numpy.uint8)
...
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, shape_array[1], shape_array[2], shape_array[0], 0,
GL_RGBA, GL_UNSIGNED_BYTE, channel_RGBA_buffer)编辑和更新新版本的代码:看起来您知道在0.0到1.0之间生成随机浮动值,将它们转换为字节(uint8)值,然后将其用于纹理数据。我相信这将导致您的所有字节值为0,或者部分取决于舍入是如何工作的。但是字节范围的值是0-255。在将随机浮动转换为纹理数据时,您可能希望乘以255.0:
channel_RGBA_buffer[i*4] = 255.0 * tiff_mean[i] #R
channel_RGBA_buffer[i*4+1] = 255.0 * tiff_mean[i] #G
channel_RGBA_buffer[i*4+2] = 255.0 * tiff_mean[i] #B
channel_RGBA_buffer[i*4+3] = 255.0 * tiff_mean[i] #Ahttps://stackoverflow.com/questions/24130299
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