Mil*_*ams 8 python opengl pyopengl vao
我有以下代码,只需在屏幕上绘制一个绿色三角形.它使用顶点数组对象和索引缓冲区绘制,并具有我可以制作的最简单的着色器.
起初我没有使用索引缓冲区,只是简单地进行绘制调用,glDrawArrays
但是当我将其更改为使用时glDrawElements
,屏幕上没有任何内容(它完全是黑色).
from OpenGL.GL import shaders
from OpenGL.arrays import vbo
from OpenGL.GL import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, \
glBindVertexArray
import pygame
import numpy as np
def run():
pygame.init()
screen = pygame.display.set_mode((800,600), pygame.OPENGL)
#Create the Vertex Array Object
vertexArrayObject = GLuint(0)
glGenVertexArrays(1, vertexArrayObject)
glBindVertexArray(vertexArrayObject)
#Create the VBO
vertices = np.array([[0,1,0],[-1,-1,0],[1,-1,0]], dtype='f')
vertexPositions = vbo.VBO(vertices)
#Create the index buffer object
indices = np.array([0,1,2], dtype='uint16')
indexPositions = vbo.VBO(indices, target=GL_ELEMENT_ARRAY_BUFFER)
indexPositions.bind()
vertexPositions.bind()
glEnableVertexAttribArray(0) # from 'location = 0' in shader
glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, None)
glBindVertexArray(0)
vertexPositions.unbind()
indexPositions.unbind()
#Now create the shaders
VERTEX_SHADER = shaders.compileShader("""
#version 330
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
""", GL_VERTEX_SHADER)
FRAGMENT_SHADER = shaders.compileShader("""
#version 330
out vec4 outputColor;
void main()
{
outputColor = vec4(0.0f, 1.0f, 0.0f, 1.0f);
}
""", GL_FRAGMENT_SHADER)
shader = shaders.compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
#The draw loop
while True:
glUseProgram(shader)
glBindVertexArray(vertexArrayObject)
#glDrawArrays(GL_TRIANGLES, 0, 3) #This line works
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0) #This line does not
glBindVertexArray(0)
glUseProgram(0)
# Show the screen
pygame.display.flip()
run()
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如果我只是注释掉glDrawElements
并取消注释该glDrawArrays
行,那么它可以正常工作,所以至少正确输入顶点VBO.
我在这做错了什么?我能够找到的所有OpenGL文档都表明我正确地做到了这一点,所以我显然误解了关于OpenGL本身或PyOpenGL包装器的东西.
编辑
更改VAO设置以使用更直接的OpenGL函数而不是VBO包装器,如:
vertices = np.array([[0,1,0],[-1,-1,0],[1,-1,0]], dtype='f')
vertexPositions = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, vertexPositions)
glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)
#Create the index buffer object
indices = np.array([0,1,2], dtype='uint16')
indexPositions = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexPositions)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexPositions)
glBindBuffer(GL_ARRAY_BUFFER, vertexPositions)
glEnableVertexAttribArray(0) # from 'location = 0' in shader
glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, None)
glBindVertexArray(0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
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没有区别.glDrawArrays
仍然有效,glDrawElements
但仍然没有.
ker*_*rim 13
谢谢@NicolBolas.他激励我实际采用这些代码并使其工作.而不是theoritizing :)我已经删除了vertexArrayObject(它是冗余的,因为我们已经有顶点和索引的VBO).所以你只需要在glDraw*调用之前绑定索引和顶点缓冲区(以及属性).当然非常重要的是将None
(空指针)传递给glDrawElements
索引而不是0
!
from OpenGL.GL import shaders
from OpenGL.arrays import vbo
from OpenGL.GL import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, \
glBindVertexArray
import pygame
import numpy as np
def run():
pygame.init()
screen = pygame.display.set_mode((800,600), pygame.OPENGL|pygame.DOUBLEBUF)
#Create the VBO
vertices = np.array([[0,1,0],[-1,-1,0],[1,-1,0]], dtype='f')
vertexPositions = vbo.VBO(vertices)
#Create the index buffer object
indices = np.array([[0,1,2]], dtype=np.int32)
indexPositions = vbo.VBO(indices, target=GL_ELEMENT_ARRAY_BUFFER)
#Now create the shaders
VERTEX_SHADER = shaders.compileShader("""
#version 330
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
""", GL_VERTEX_SHADER)
FRAGMENT_SHADER = shaders.compileShader("""
#version 330
out vec4 outputColor;
void main()
{
outputColor = vec4(0.0f, 1.0f, 0.0f, 1.0f);
}
""", GL_FRAGMENT_SHADER)
shader = shaders.compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
#The draw loop
while True:
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glUseProgram(shader)
indexPositions.bind()
vertexPositions.bind()
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, None)
#glDrawArrays(GL_TRIANGLES, 0, 3) #This line still works
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, None) #This line does work too!
# Show the screen
pygame.display.flip()
run()
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