I would like to display an image onto a rectangle in 3d space with pyOpengl and pygame.
I don't mind if the image is disorted for now. Here is my code with the few opengl functions that I know of for image display:
import pygame, OpenGL, math, numpy
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
from PIL import Image #have Pillow instead of PIL
img = Image.open('myPixelArt.bmp')
img_data = numpy.array(list(img.getdata()), numpy.int8)
im = glGenTextures(1,img)
glPixelStorei(GL_UNPACK_ALIGNMENT,4)
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)
glTexImage2D(GL_TEXTURE_2D, 5, GL_RGB, img.size[0], img.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, img.size[0], img.size[1], GL_RGB, GL_UNSIGNED_BYTE, img_data );
def wall(image): #I would like the image on this wall
glColor((1,0,0))
glBindTexture(GL_TEXTURE_2D,image)
glBegin(GL_QUADS)
glTexCoord2f(0,0)
glVertex3f(-4,-4,-8)
glTexCoord2f(1,0)
glVertex3f(-4,4,-8)
glTexCoord2f(1,1)
glVertex3f(4,4,-8)
glTexCoord2f(0,1)
glVertex3f(4,-4,-8)
glEnd()
def main():
pygame.init()
display = (600,600)
screen = pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
main()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
glLoadIdentity()
gluPerspective(45, 1, 0.05, 100)
glEnable(GL_TEXTURE_2D)
glTranslatef(0,0,-5)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
wall(im)
pygame.display.flip()
pygame.time.wait(50)
However, if i call wall(img) instead, I get
File "C:\Users\Matt\Desktop\MattPython\Stackoverflow.py", line 19, in wall
glBindTexture(GL_TEXTURE_2D,image)
ArgumentError: argument 2: <type 'exceptions.TypeError'>: wrong type
I got it working, fixed a few things:
1) needed to call pygame.init()
and pygame.display.set_mode
(which is main()
) before glGenTextures
.
2) used pygame.image.load
instead of Image.open
3) used pygame.image.tostring(img, "RGB", 1)
instead of numpy.array(list(img.getdata()), numpy.int8)
4) need to call glBindTexture
before glTexParameteri
This is my working example:
import pygame, OpenGL
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
def main():
pygame.init()
pygame.display.set_mode((600,600), DOUBLEBUF|OPENGL)
main()
img = pygame.image.load('myPixelArt.bmp')
textureData = pygame.image.tostring(img, "RGB", 1)
width = img.get_width()
height = img.get_height()
im = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, im)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData)
glEnable(GL_TEXTURE_2D)
def wall(image):
glBegin(GL_QUADS)
glTexCoord2f(0,0)
glVertex3f(-4,-4,-16)
glTexCoord2f(0,1)
glVertex3f(-4,4,-16)
glTexCoord2f(1,1)
glVertex3f(4,4,-8)
glTexCoord2f(1,0)
glVertex3f(4,-4,-8)
glEnd()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
glLoadIdentity()
gluPerspective(45, 1, 0.05, 100)
glTranslatef(0,0,-5)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
wall(im)
pygame.display.flip()
pygame.time.wait(50)