PyOpenGL: Rendering... Well... Anything really
I've been working on a project using python with OpenGL for a while now. I previously posted a similar problem, but I have since done some more research and switched to non-deprecated functions. Following this tutorial (Translating it to Python versions obviously) I end up with this code:
import sys
import OpenGL
from OpenGL.GL import *
from OpenGL.GL.shaders import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GLUT.freeglut import *
from OpenGL.arrays import vbo
import pygame
import Image
import numpy
class AClass:
def __init__(self):
self.Splash = True #There's actually more here, but it's impertinent
def TexFromPNG(self, filename):
img = Image.open(filename) # .jpg, .bmp, etc. also work
img_data = numpy.array(list(img.getdata()), 'B')
texture = glGenTextures(1)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.size[0], img.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
return texture
def MakeBuffer(self, target, data, size):
TempBuffer = glGenBuffers(1)
glBindBuffer(target, TempBuffer)
glBufferData(target, size, data, GL_STATIC_DRAW)
return TempBuffer
def ReadFile(self, filename):
tempfile = open(filename,'r')
source = tempfile.read()
temprfile.close()
return source
def run(self):
glutInitDisplayMode(GLUT_RGBA)
glutInitWindowSize(256,244)
self.window = glutCreateWindow("test")
glutReshapeFunc(self.reshape)
glutDisplayFunc(self.draw)
glutKeyboardFunc(self.keypress)
self.MainTex = glGenTextures(1)
self.SplashTex = self.TexFromPNG("Resources/Splash.png")
MainVertexData = numpy.array([-1,-1,1,-1,-1,1,1,1],numpy.float32)
FullWindowVertices = numpy.array([0,1,2,3],numpy.ushort)
self.MainVertexData = self.MakeBuffer(GL_ARRAY_BUFFER,MainVertexData,len(MainVertexData))
self.FullWindowVertices = self.MakeBuffer(GL_ELEMENT_ARRAY_BUFFER,FullWindowVertices,len(FullWindowVertices))
self.BaseProgram = compileProgram(compileShader(self.ReadFile("Shaders/Mainv.glsl"),
GL_VERTEX_SHADER),
compileShader(self.ReadFile("Shaders/Mainf.glsl"),
GL_FRAGMENT_SHADER))
glutMainLoop()
def reshape(self, width, height):
self.width = width
self.height = height
glutPostRedisplay()
def draw(self):
glViewport(0, 0, self.width, self.height)
glClearDepth(1)
glClearColor(0,0,0,0)
glClear(GL_COLOR_BUFFER_BIT)
glEnable(GL_TEXTURE_2D)
if self.Splash:
glUseProgram(self.BaseProgram)
pos = glGetAttribLocation(self.BaseProgram, "position")
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, self.SplashTex)
glUniform1i(glGetUniformLocation(self.BaseProgram,"texture"), 0)
glBindBuffer(GL_ARRAY_BUFFER,self.MainVertexData)
glVertexAttribPointer(pos,
2,
GL_FLOAT,
GL_FALSE,
0,
numpy.array([0],numpy.uint8))
glEnableVertexAttribArray(pos)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.FullWindowVertices)
glDrawElements(GL_TRIANGLE_STRIP,
4,
GL_UNSIGNED_SHORT,
numpy.array([0],numpy.uint8))
glDisableVertexAttribArray(pos)
else:
glBindTexture(GL_TEXTURE_2D, self.MainTex)
glutSwapBuffers()
glutInit(sys.argv)
test = AClass()
test.run()
Shaders/Mainv.glsl and Shaders/Mainf.glsl contain:
开发者_JAVA技巧#version 110
attribute vec2 position;
varying vec2 texcoord;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
texcoord = position * vec2(0.5) + vec2(0.5);
}
and:
#version 110
uniform sampler2D texture;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(texture, texcoord);
}
respectively.
This code nets me with a (clear color) GLUT window, which seems to suggest that it's not rendering my triangles for some reason, but I have no idea why that could be, and I can't really find any examples for PyOpenGL that don't use deprecated functions, so I can't see if they did anything different from me that I'm missing.
I think this is a useful reference for anyone starting out with PyOpenGL and the programmable pipleline, so I've corrected the code according to comments by Bethor and Josiah above, and have also simplified it a bit (embedded the shaders as strings). This code works for me. It assumes that you have test.png in the same directory.
import sys import OpenGL from OpenGL.GL import * from OpenGL.GL.shaders import * from OpenGL.GLU import * from OpenGL.GLUT import * from OpenGL.GLUT.freeglut import * from OpenGL.arrays import vbo import Image import numpy # vertex shader strVS = """ attribute vec2 position; varying vec2 texcoord; void main() { gl_Position = vec4(position, 0.0, 1.0); texcoord = position * vec2(0.5) + vec2(0.5); } """ # fragment shader strFS = """ uniform sampler2D texture; varying vec2 texcoord; void main() { gl_FragColor = texture2D(texture, texcoord); } """ class AClass: def __init__(self): self.Splash = True #There's actually more here, but it's impertinent def TexFromPNG(self, filename): img = Image.open(filename) # .jpg, .bmp, etc. also work img_data = numpy.array(list(img.getdata()), 'B') texture = glGenTextures(1) glPixelStorei(GL_UNPACK_ALIGNMENT,1) glBindTexture(GL_TEXTURE_2D, texture) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.size[0], img.size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data) return texture def MakeBuffer(self, target, data, size): TempBuffer = glGenBuffers(1) glBindBuffer(target, TempBuffer) glBufferData(target, size, data, GL_STATIC_DRAW) return TempBuffer def run(self): glutInitDisplayMode(GLUT_RGBA) glutInitWindowSize(256,244) self.window = glutCreateWindow("test") glutReshapeFunc(self.reshape) glutDisplayFunc(self.draw) self.MainTex = glGenTextures(1) self.SplashTex = self.TexFromPNG("test.png") MainVertexData = numpy.array([-1,-1,1,-1,-1,1,1,1],numpy.float32) FullWindowVertices = numpy.array([0,1,2,3],numpy.ushort) self.MainVertexData = self.MakeBuffer(GL_ARRAY_BUFFER,MainVertexData,4*len(MainVertexData)) self.FullWindowVertices = self.MakeBuffer(GL_ELEMENT_ARRAY_BUFFER,FullWindowVertices,2*len(FullWindowVertices)) self.BaseProgram = compileProgram(compileShader(strVS, GL_VERTEX_SHADER), compileShader(strFS, GL_FRAGMENT_SHADER)) glutMainLoop() def reshape(self, width, height): self.width = width self.height = height glutPostRedisplay() def draw(self): glViewport(0, 0, self.width, self.height) glClearDepth(1) glClearColor(0,0,0,0) glClear(GL_COLOR_BUFFER_BIT) glEnable(GL_TEXTURE_2D) if self.Splash: glUseProgram(self.BaseProgram) pos = glGetAttribLocation(self.BaseProgram, "position") glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, self.SplashTex) glUniform1i(glGetUniformLocation(self.BaseProgram,"texture"), 0) glBindBuffer(GL_ARRAY_BUFFER,self.MainVertexData) glVertexAttribPointer(pos, 2, GL_FLOAT, GL_FALSE, 0, None) glEnableVertexAttribArray(pos) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.FullWindowVertices) glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, None) glDisableVertexAttribArray(pos) else: glBindTexture(GL_TEXTURE_2D, self.MainTex) glutSwapBuffers() glutInit(sys.argv) test = AClass() test.run()
Here is the output:
I managed to get your code working after fixing the following things:
- glBufferData takes the size of the data in bytes, not elements: you need to multiply by 4 for the vertex data (floats) and 2 for the index data (short ints)
- if using VBOs (which you are), the last parameter to glVertexAttribPointer is an offset into the target currently bound to ARRAY_BUFFER; in your case, it should be a null pointer, i.e. None when using pyOpenGL
- glDrawElements behaves the same way: the last parameter is an offset into ELEMENT_ARRAY_BUFFER, i.e. None in this case
My test image displayed after that, although colors were garbled. I did not attempt to debug that as the options you use to decode your png file might be specific to your data :)
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