Core-profile OpenGL 不绘制任何东西

Core-profile OpenGL not drawing anything

我最近开始接触 OpenGL,并使用 PyOpenGL 和固定功能管道(我知道,我知道)来绘制立方体和东西。

不管怎样,每个人都告诉我固定功能很糟糕并且已被弃用,所以我现在才进入 core-profile OpenGL。我一直在关注 C++ 中的 this tutorial,只需将所有内容转换为具有基本相同库的 Python。

我已经到了想要使用 VBO 和 VAO 渲染单个 2D 三角形的地步,代码运行了,但实际上没有绘制任何东西。

在这里(请记住,我对此完全陌生,所以我可能在某处搞砸了一个基本函数调用,我真的不知道一切是如何工作的):

import numpy as np
import glfw
from OpenGL.GL import *

def main():

    glfw.init()
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 5)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)

    window = glfw.create_window(800, 600, "helo wold", None, None)

    glfw.make_context_current(window)


    vertices = np.array([-0.5, -0.5, 0, 0.5, -0.5, 0, 0, 0.5, 0], dtype = 'float32')

    vertexShaderSource = '''#version 450 core
    layout (location = 0) in vec3 aPos;
    void main() {
        gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
    }
    '''

    vertexShader = glCreateShader(GL_VERTEX_SHADER)
    glShaderSource(vertexShader, vertexShaderSource)
    glCompileShader(vertexShader)

    fragmentShaderSource = '''#version 450 core
    out vec4 FragColor;
    void main() {
        FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
    }
    '''

    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER)
    glShaderSource(fragmentShader, fragmentShaderSource)
    glCompileShader(fragmentShader)

    shaderProgram = glCreateProgram(1)
    glAttachShader(shaderProgram, vertexShader)
    glAttachShader(shaderProgram, fragmentShader)
    glLinkProgram(shaderProgram)

    glDeleteShader(vertexShader)
    glDeleteShader(fragmentShader)

    vbo, vao = glGenBuffers(1), glGenVertexArrays(1)

    glBindVertexArray(vao)
    glBindBuffer(GL_ARRAY_BUFFER, vbo)
    glBufferData(GL_ARRAY_BUFFER, len(vertices), vertices, GL_STATIC_DRAW)

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 12, 0)
    glEnableVertexAttribArray(0)

    glBindBuffer(GL_ARRAY_BUFFER, 0)
    glBindVertexArray(0)

    while not glfw.window_should_close(window):

        glClearColor(0.2, 0.3, 0.3, 1.0)
        glClear(GL_COLOR_BUFFER_BIT)

        glUseProgram(shaderProgram)
        glBindVertexArray(vao)
        glDrawArrays(GL_TRIANGLES, 0, 3)

        glfw.swap_buffers(window)
        glfw.poll_events()

    glfw.terminate()

if __name__ == '__main__':
    main()

它打开 window 很好,并且有我给它的背景颜色,但它不会以任何方式绘制三角形。

如果有人能告诉我我做错了什么,我会很高兴,谢谢!

glBufferData 的第二个参数必须是以字节为单位的大小,len(vertices)*4 而不是 len(vertices):

glBufferData(GL_ARRAY_BUFFER, len(vertices)*4, vertices, GL_STATIC_DRAW)

自 PyOpenGL 的 glBufferData is overloaded, the size parameter can be omitted (if data is a ctypes array or numpy.array):

glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)

glVertexAttribPointer 的最后一个参数类型为 const GLvoid *。因此它必须是 Nonectypes.c_void_p(0) 而不是 0:

或者

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 12, None)

import ctypes
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 12, ctypes.c_void_p(0))

此外我建议评估着色器是否编译成功(glGetShaderiv):

vertexShader = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertexShader, vertexShaderSource)
glCompileShader(vertexShader)
if not glGetShaderiv(vertexShader, GL_COMPILE_STATUS ):
    print('vertex shader compile error:')
    print(glGetShaderInfoLog(vertexShader))
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragmentShader, fragmentShaderSource)
glCompileShader(fragmentShader)
if not glGetShaderiv(fragmentShader, GL_COMPILE_STATUS):
    print('fragment shader compile error:')
    print(glGetShaderInfoLog(fragmentShader))

程序链接成功(glGetProgramiv):

glLinkProgram(shaderProgram)
if not glGetProgramiv(shaderProgram, GL_LINK_STATUS):
    print('link error:')
    print(glGetProgramInfoLog(shaderProgram))