python 中的 glCreateProgram().uniform
glCreateProgram().uniform in python
我正在尝试将一些 javascript 带有 opengl 的代码移植到 python。但是无法弄清楚我在翻译时做错了什么 prog.uniform[u] = gl.getUniformLocation(prog, u);
Javascript:
let v = buildShader(vert, gl.VERTEX_SHADER);
let f = buildShader(frag, gl.FRAGMENT_SHADER);
let prog = gl.createProgram();
gl.attachShader(prog, v);
gl.attachShader(prog, f);
gl.linkProgram(prog);
prog.uniform = {};
u = ['model','bounds','frac','aspect'];
_.each(u, function(u){ prog.uniform[u] = gl.getUniformLocation(prog, u); });
Python3/PyOpenGl:
v = self.buildShader(vert, GL_VERTEX_SHADER)
f = self.buildShader(frag, GL_FRAGMENT_SHADER)
prog = glCreateProgram()
glAttachShader(prog, v)
glAttachShader(prog, f)
glLinkProgram(prog)
for u in ['model','bounds','frac','aspect']:
loc = glGetUniformLocations(prog,u)
glProgramUniform(prog,loc,u)
glProgramUniform
为制服赋值,其中第 3 个参数是值。
glProgramUniform(prog,loc,u)
没有任何意义,当 u
是字符串,它是制服的名称。
您必须创建一个字典,其中包含每个名字的制服位置:
uniform = {}
for u in ['model','bounds','frac','aspect']:
uniform[u] = glGetUniformLocation(prog, u)
或者干脆
uniform = { u : glGetUniformLocation(prog, u) for u in ['model','bounds','frac','aspect'] }
我正在尝试将一些 javascript 带有 opengl 的代码移植到 python。但是无法弄清楚我在翻译时做错了什么 prog.uniform[u] = gl.getUniformLocation(prog, u);
Javascript:
let v = buildShader(vert, gl.VERTEX_SHADER);
let f = buildShader(frag, gl.FRAGMENT_SHADER);
let prog = gl.createProgram();
gl.attachShader(prog, v);
gl.attachShader(prog, f);
gl.linkProgram(prog);
prog.uniform = {};
u = ['model','bounds','frac','aspect'];
_.each(u, function(u){ prog.uniform[u] = gl.getUniformLocation(prog, u); });
Python3/PyOpenGl:
v = self.buildShader(vert, GL_VERTEX_SHADER)
f = self.buildShader(frag, GL_FRAGMENT_SHADER)
prog = glCreateProgram()
glAttachShader(prog, v)
glAttachShader(prog, f)
glLinkProgram(prog)
for u in ['model','bounds','frac','aspect']:
loc = glGetUniformLocations(prog,u)
glProgramUniform(prog,loc,u)
glProgramUniform
为制服赋值,其中第 3 个参数是值。
glProgramUniform(prog,loc,u)
没有任何意义,当 u
是字符串,它是制服的名称。
您必须创建一个字典,其中包含每个名字的制服位置:
uniform = {}
for u in ['model','bounds','frac','aspect']:
uniform[u] = glGetUniformLocation(prog, u)
或者干脆
uniform = { u : glGetUniformLocation(prog, u) for u in ['model','bounds','frac','aspect'] }