def opengl绘图循环(所有图层): glfw.init() glfw.window_hint(glfw.RESIZABLE, False) window = glfw.create_window(500, 500, 'Vtuber', None, None) glfw.make_context_current(window) glViewport(0, 0, 500, 500) glEnable(GL_TEXTURE_2D) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) for 图层数据 in 所有图层: 纹理编号 = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, 纹理编号) 纹理 = cv2.resize(图层数据['npdata'], (512, 512)) width, height = 纹理.shape[:2] glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_FLOAT, 纹理) glGenerateMipmap(GL_TEXTURE_2D) 图层数据['纹理编号'] = 纹理编号 while not glfw.window_should_close(window): glfw.poll_events() glClearColor(1, 1, 1, 1) glClear(GL_COLOR_BUFFER_BIT) for 图层数据 in 所有图层: a, b, c, d = 图层数据['位置'] z = 图层数据['深度'] p1 = np.array([a, b, z, 1, 0, 0]) p2 = np.array([a, d, z, 1, 1, 0]) p3 = np.array([c, d, z, 1, 1, 1]) p4 = np.array([c, b, z, 1, 0, 1]) model = matrix.scale(1 / 250, 1 / 250, 1) @ \ matrix.translate(-1, -1, 0) @ \ matrix.rotate_ax(-math.pi / 2, axis=(0, 1)) glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号']) glColor4f(1, 1, 1, 1) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glBegin(GL_QUADS) for p in [p1, p2, p3, p4]: a = p[:4] b = p[4:6] a = a @ model a[0] *= a[2] a[1] *= a[2] if not 图层数据['名字'][:2] == '身体': 横角, 竖角 = 特征缓冲() a = a @ \ matrix.translate(0, 0, -1) @ \ matrix.rotate_ax(横角, axis=(0, 2)) @ \ matrix.rotate_ax(竖角, axis=(2, 1)) @ \ matrix.translate(0, 0, 1) a = a @ matrix.perspective(999) glTexCoord2f(*b) glVertex4f(*a) glEnd() glfw.swap_buffers(window)
def opengl清楚绘图循环(所有图层, psd尺寸): def 生成纹理(img): w, h = img.shape[:2] d = 2**int(max(math.log2(w), math.log2(h)) + 1) 纹理 = np.zeros([d, d, 4], dtype=img.dtype) 纹理[:w, :h] = img return 纹理, (w / d, h / d) Vtuber尺寸 = 512, 512 glfw.init() glfw.window_hint(glfw.RESIZABLE, False) window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None) glfw.make_context_current(window) glViewport(0, 0, *Vtuber尺寸) glEnable(GL_TEXTURE_2D) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) for 图层数据 in 所有图层: 纹理编号 = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, 纹理编号) 纹理, 纹理座标 = 生成纹理(图层数据['npdata']) width, height = 纹理.shape[:2] glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_FLOAT, 纹理) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) glGenerateMipmap(GL_TEXTURE_2D) 图层数据['纹理编号'] = 纹理编号 图层数据['纹理座标'] = 纹理座标 while not glfw.window_should_close(window): glfw.poll_events() glClearColor(1, 1, 1, 1) glClear(GL_COLOR_BUFFER_BIT) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) for 图层数据 in 所有图层: a, b, c, d = 图层数据['位置'] q, w = 图层数据['纹理座标'] p1 = np.array([a, b, 0, 1, 0, 0]) p2 = np.array([a, d, 0, 1, w, 0]) p3 = np.array([c, d, 0, 1, w, q]) p4 = np.array([c, b, 0, 1, 0, q]) model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \ matrix.translate(-1, -1, 0) @ \ matrix.rotate_ax(-math.pi / 2, axis=(0, 1)) glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号']) glColor4f(1, 1, 1, 1) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glBegin(GL_QUADS) for p in [p1, p2, p3, p4]: a = p[:4] b = p[4:6] a = a @ model glTexCoord2f(*b) glVertex4f(*a) glEnd() glfw.swap_buffers(window)
def opengl循环(所有图层, psd尺寸): Vtuber尺寸 = 512, 512 glfw.init() glfw.window_hint(glfw.RESIZABLE, False) window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None) glfw.make_context_current(window) glViewport(0, 0, *Vtuber尺寸) glEnable(GL_TEXTURE_2D) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) for 图层数据 in 所有图层: 纹理编号 = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, 纹理编号) 纹理, 纹理座标 = 生成纹理(图层数据['npdata']) width, height = 纹理.shape[:2] glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_FLOAT, 纹理) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) glGenerateMipmap(GL_TEXTURE_2D) 图层数据['纹理编号'] = 纹理编号 图层数据['纹理座标'] = 纹理座标 while not glfw.window_should_close(window): glfw.poll_events() glClearColor(1, 1, 1, 0) glClear(GL_COLOR_BUFFER_BIT) for 图层数据 in 所有图层: a, b, c, d = 图层数据['位置'] z = 图层数据['深度'] if type(z) in [int, float]: z1, z2, z3, z4 = [z, z, z, z] else: [z1, z2], [z3, z4] = z q, w = 图层数据['纹理座标'] p1 = np.array([a, b, z1, 1, 0, 0, 0, 1]) p2 = np.array([a, d, z2, 1, w, 0, 0, 1]) p3 = np.array([c, d, z3, 1, w, q, 0, 1]) p4 = np.array([c, b, z4, 1, 0, q, 0, 1]) model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \ matrix.translate(-1, -1, 0) @ \ matrix.rotate_ax(-math.pi / 2, axis=(0, 1)) glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号']) glColor4f(1, 1, 1, 1) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glBegin(GL_QUADS) for p in [p1, p2, p3, p4]: a = p[:4] b = p[4:] a = a @ model z = a[2] a[0:2] *= z b *= z 横旋转量 = 0 if not 图层数据['名字'] == '身体': 横旋转量 = math.sin(time.time() * 5) / 30 a = a @ matrix.translate(0, 0, -1) \ @ matrix.rotate_ax(横旋转量, axis=(0, 2)) \ @ matrix.translate(0, 0, 1) a = a @ matrix.perspective(999) glTexCoord4f(*b) glVertex4f(*a) glEnd() glfw.swap_buffers(window)
def opengl绘图循环(所有图层, psd尺寸): def 生成纹理(img): w, h = img.shape[:2] d = 2**int(max(math.log2(w), math.log2(h)) + 1) 纹理 = np.zeros([d, d, 4], dtype=img.dtype) 纹理[:w, :h] = img return 纹理, (w / d, h / d) Vtuber尺寸 = 512, 512 glfw.init() 超融合() glfw.window_hint(glfw.RESIZABLE, False) window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None) glfw.make_context_current(window) monitor_size = glfw.get_video_mode(glfw.get_primary_monitor()).size glfw.set_window_pos(window, monitor_size.width - Vtuber尺寸[0], monitor_size.height - Vtuber尺寸[1]) glViewport(0, 0, *Vtuber尺寸) glEnable(GL_TEXTURE_2D) glEnable(GL_BLEND) glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) for 图层数据 in 所有图层: 纹理编号 = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, 纹理编号) 纹理, 纹理座标 = 生成纹理(图层数据['npdata']) width, height = 纹理.shape[:2] glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_FLOAT, 纹理) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) glGenerateMipmap(GL_TEXTURE_2D) 图层数据['纹理编号'] = 纹理编号 图层数据['纹理座标'] = 纹理座标 while not glfw.window_should_close(window): glfw.poll_events() glClearColor(0, 0, 0, 0) glClear(GL_COLOR_BUFFER_BIT) 横旋转量, 竖旋转量 = 特征缓冲() for 图层数据 in 所有图层: a, b, c, d = 图层数据['位置'] z = 图层数据['深度'] if type(z) in [int, float]: z1, z2, z3, z4 = [z, z, z, z] else: [z1, z2], [z3, z4] = z q, w = 图层数据['纹理座标'] p1 = np.array([a, b, z1, 1, 0, 0, 0, z1]) p2 = np.array([a, d, z2, 1, z2 * w, 0, 0, z2]) p3 = np.array([c, d, z3, 1, z3 * w, z3 * q, 0, z3]) p4 = np.array([c, b, z4, 1, 0, z4 * q, 0, z4]) model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \ matrix.translate(-1, -1, 0) @ \ matrix.rotate_ax(-math.pi / 2, axis=(0, 1)) glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号']) glColor4f(1, 1, 1, 1) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glBegin(GL_QUADS) for p in [p1, p2, p3, p4]: a = p[:4] b = p[4:8] a = a @ model a[0:2] *= a[2] if not 图层数据['名字'][:2] == '身体': a = a @ matrix.translate(0, 0, -1) \ @ matrix.rotate_ax(横旋转量, axis=(0, 2)) \ @ matrix.rotate_ax(竖旋转量, axis=(2, 1)) \ @ matrix.translate(0, 0, 1) a = a @ matrix.perspective(999) glTexCoord4f(*b) glVertex4f(*a) glEnd() glfw.swap_buffers(window)
def opengl绘图循环(所有图层, psd尺寸): Vtuber尺寸 = 500, 500 glfw.init() glfw.window_hint(glfw.RESIZABLE, False) glfw.window_hint(glfw.DECORATED, False) glfw.window_hint(glfw.TRANSPARENT_FRAMEBUFFER, True) glfw.window_hint(glfw.FLOATING, True) window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None) glfw.make_context_current(window) monitor_size = glfw.get_video_mode(glfw.get_primary_monitor()).size glfw.set_window_pos(window, monitor_size.width - Vtuber尺寸[0], monitor_size.height - Vtuber尺寸[1]) glViewport(0, 0, *Vtuber尺寸) glEnable(GL_TEXTURE_2D) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) for 图层数据 in 所有图层: 纹理编号 = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, 纹理编号) 纹理, 纹理座标 = 生成纹理(图层数据['npdata']) width, height = 纹理.shape[:2] glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_FLOAT, 纹理) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) glGenerateMipmap(GL_TEXTURE_2D) 图层数据['纹理编号'] = 纹理编号 图层数据['纹理座标'] = 纹理座标 while not glfw.window_should_close(window): glfw.poll_events() glClearColor(0, 0, 0, 0) glClear(GL_COLOR_BUFFER_BIT) 横旋转量, 竖旋转量 = 特征缓冲() for 图层数据 in 所有图层: a, b, c, d = 图层数据['位置'] z1, z2, z3, z4 = 图层数据['深度'] q, w = 图层数据['纹理座标'] p1 = np.array([a, b, z1, 1, 0, 0, 0, z1]) p2 = np.array([a, d, z2, 1, z2 * w, 0, 0, z2]) p3 = np.array([c, d, z3, 1, z3 * w, z3 * q, 0, z3]) p4 = np.array([c, b, z4, 1, 0, z4 * q, 0, z4]) model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \ matrix.translate(-1, -1, 0) @ \ matrix.rotate_ax(-math.pi / 2, axis=(0, 1)) glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号']) glColor4f(1, 1, 1, 1) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glBegin(GL_QUADS) t = [] for p in [p1, p2, p3, p4]: a = p[:4] b = p[4:8] a = a @ model a[0] *= a[2] a[1] *= a[2] if not 图层数据['名字'][:2] == '身体': a = a @ \ matrix.translate(0, 0, -1) @ \ matrix.rotate_ax(横旋转量, axis=(0, 2)) @ \ matrix.rotate_ax(竖旋转量, axis=(2, 1)) @ \ matrix.translate(0, 0, 1) a = a @ matrix.perspective(999) glTexCoord4f(*b) glVertex4f(*a) glEnd() glfw.swap_buffers(window)