Reputation: 41
I've been following this tutorial for drawing a simple triangle using shaders and modern OpenGL features such as Vertex Array Objects andVertex Buffer Objects. The tutorial code is in C++, but I figured that as OpenGL is the same whichever bindings you use, it would be easy to transpose into Python. The main difference is I am using the wxPython glCanvas context to create a window to draw in. This is what I have so far:
import wx
from wx import glcanvas
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GL.ARB.shader_objects import *
from OpenGL.GL.ARB.fragment_shader import *
from OpenGL.GL.ARB.vertex_shader import *
import numpy as np
vertexSource = """
#version 130
in vec2 position;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
}
"""
fragmentSource = """
#version 130
out vec4 outColor;
void main()
{
outColor = vec4(1.0, 1.0, 1.0, 1.0);
}
"""
class OpenGLCanvas(glcanvas.GLCanvas):
def __init__(self, parent):
glcanvas.GLCanvas.__init__(self, parent, -1, size=(640, 480))
self.init = False
self.context = glcanvas.GLContext(self)
self.Bind(wx.EVT_ERASE_BACKGROUND, self.OnEraseBackground)
self.Bind(wx.EVT_PAINT, self.OnPaint)
def OnEraseBackground(self, event):
pass # Do nothing, to avoid flashing on MSW.
def OnPaint(self, event):
dc = wx.PaintDC(self)
self.SetCurrent(self.context)
if not self.init:
self.InitGL()
self.init = True
self.OnDraw()
def InitGL(self):
# Vertex Input
## Vertex Array Objects
vao = glGenVertexArrays(1)
glBindVertexArray(vao)
## Vertex Buffer Object
vbo = glGenBuffers(1) # Generate 1 buffer
vertices = np.array([0.0, 0.5, 0.5, -0.5, -0.5, -0.5], dtype=np.float32)
## Upload data to GPU
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
# Compile shaders and combining them into a program
## Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertexShader, vertexSource)
glCompileShader(vertexShader)
## Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragmentShader, fragmentSource)
glCompileShader(fragmentShader)
## Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram()
glAttachShader(shaderProgram, vertexShader)
glAttachShader(shaderProgram, fragmentShader)
glBindFragDataLocation(shaderProgram, 0, "outColor")
glLinkProgram(shaderProgram)
glUseProgram(shaderProgram)
# Making the link between vertex data and attributes
posAttrib = glGetAttribLocation(shaderProgram, "position")
glEnableVertexAttribArray(posAttrib)
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0)
def OnDraw(self):
# Set clear color
glClearColor(0.0, 0.0, 0.0, 1.0)
#Clear the screen to black
glClear(GL_COLOR_BUFFER_BIT)
# draw six faces of a cube
glDrawArrays(GL_TRIANGLES, 0, 3)
self.SwapBuffers()
class Frame(wx.Frame):
def __init__(self):
wx.Frame.__init__(self, None, title="Hello World", size=(640,480))
canvas = OpenGLCanvas(self)
app = wx.App()
frame = Frame()
frame.Show()
app.MainLoop()
When I run the code there are no python errors or OpenGL errors, and the shaders appear to compile correctly. However, it just draws a black window, with no triangle. I don't think this is a problem with wxPython's glcanvas.GLContext, as I have sucessfully used it to draw a triangle before using the deprecated glBegin() and glEnd() commands.
Incidentally, someone has converted the same tutorial to use Python and a pyglet context, which works perfectly, however I want to use wxPython for my GUI. Has anyone got this to work before?
Upvotes: 4
Views: 3047
Reputation: 2465
If you are still having this problem, I think the issue is in this following line and the way PyOpenGL works. I found just making this following fix got your demo to work.
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, None)
Apparently 0 != None in the bindings!
Upvotes: 3