如何在 Python 中为 GLFW 设置 window 提示
How to set window hint for GLFW in Python
我写了这段 Python 代码,它将在使用 GLFW 创建的 window 中绘制一个三角形:
import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np
vertex_src = """
# version 330 core
in vec3 a_position;
void main() {
gl_position = vec4(a_position, 1.0);
}
"""
fragment_src = """
# version 330 core
out vec4 out_color;
void main() {
out_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"""
if not glfw.init():
print("Cannot initialize GLFW")
exit()
window = glfw.create_window(320, 240, "OpenGL window", None, None)
if not window:
glfw.terminate()
print("GLFW window cannot be creted")
exit()
glfw.set_window_pos(window, 100, 100)
glfw.make_context_current(window)
vertices = [-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0]
colors = [1, 0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0]
vertices = np.array(vertices, dtype=np.float32)
colors = np.array(colors, dtype=np.float32)
shader = compileProgram(compileShader(
vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
buff_obj = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, buff_obj)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
position = glGetAttribLocation(shader, "a_position")
glEnableVertexAttribArray(position)
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
glUseProgram(shader)
glClearColor(0, 0.1, 0.1, 1)
while not glfw.window_should_close(window):
glfw.poll_events()
glfw.swap_buffers(window)
glfw.terminate()
在 运行 程序上,我得到这个错误:
Traceback (most recent call last):
File "opengl.py", line 43, in <module>
shader = compileProgram(compileShader(
File "/usr/local/lib/python3.8/dist-packages/OpenGL/GL/shaders.py", line 235, in compileShader
raise ShaderCompilationError(
OpenGL.GL.shaders.ShaderCompilationError: ("Shader compile failure (0): b'0:2(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES\n'", [b'\n# version 330 core\nin vec3 a_position;\nvoid main() {\n gl_position = vec4(a_position, 1.0);\n}\n'], GL_VERTEX_SHADER)
明确表示不支持GLSL 3.30。但是,通过设置 window 提示,这在 C 中确实有效:
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
如何在 Python 中设置这些 window 提示?
用Python语法是
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
请注意,您的片段着色器中存在拼写错误。 GLSL 区分大小写。它必须是 gl_Position
而不是 gl_position
。
在核心配置文件中 OpenGL Context you've to use a named Vertex Array Object,因为默认顶点数组对象 (0) 无效:
vao = glGenVertexArrays(1) # <----
glBindVertexArray(vao) # <----
position = glGetAttribLocation(shader, "a_position")
glEnableVertexAttribArray(position)
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
最后你错过了绘制几何图形。清除帧缓冲区并绘制数组:
while not glfw.window_should_close(window):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, 3)
glfw.poll_events()
glfw.swap_buffers(window)
完整示例:
import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np
vertex_src = """
# version 330 core
in vec3 a_position;
void main() {
gl_Position = vec4(a_position, 1.0);
}
"""
fragment_src = """
# version 330 core
out vec4 out_color;
void main() {
out_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"""
if not glfw.init():
print("Cannot initialize GLFW")
exit()
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
window = glfw.create_window(320, 240, "OpenGL window", None, None)
if not window:
glfw.terminate()
print("GLFW window cannot be creted")
exit()
glfw.set_window_pos(window, 100, 100)
glfw.make_context_current(window)
vertices = [-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0]
colors = [1, 0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0]
vertices = np.array(vertices, dtype=np.float32)
colors = np.array(colors, dtype=np.float32)
shader = compileProgram(compileShader(
vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
buff_obj = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, buff_obj)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
vao = glGenVertexArrays(1)
glBindVertexArray(vao)
position = glGetAttribLocation(shader, "a_position")
glEnableVertexAttribArray(position)
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
glUseProgram(shader)
glClearColor(0, 0.1, 0.1, 1)
while not glfw.window_should_close(window):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, 3)
glfw.poll_events()
glfw.swap_buffers(window)
glfw.terminate()
我写了这段 Python 代码,它将在使用 GLFW 创建的 window 中绘制一个三角形:
import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np
vertex_src = """
# version 330 core
in vec3 a_position;
void main() {
gl_position = vec4(a_position, 1.0);
}
"""
fragment_src = """
# version 330 core
out vec4 out_color;
void main() {
out_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"""
if not glfw.init():
print("Cannot initialize GLFW")
exit()
window = glfw.create_window(320, 240, "OpenGL window", None, None)
if not window:
glfw.terminate()
print("GLFW window cannot be creted")
exit()
glfw.set_window_pos(window, 100, 100)
glfw.make_context_current(window)
vertices = [-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0]
colors = [1, 0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0]
vertices = np.array(vertices, dtype=np.float32)
colors = np.array(colors, dtype=np.float32)
shader = compileProgram(compileShader(
vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
buff_obj = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, buff_obj)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
position = glGetAttribLocation(shader, "a_position")
glEnableVertexAttribArray(position)
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
glUseProgram(shader)
glClearColor(0, 0.1, 0.1, 1)
while not glfw.window_should_close(window):
glfw.poll_events()
glfw.swap_buffers(window)
glfw.terminate()
在 运行 程序上,我得到这个错误:
Traceback (most recent call last):
File "opengl.py", line 43, in <module>
shader = compileProgram(compileShader(
File "/usr/local/lib/python3.8/dist-packages/OpenGL/GL/shaders.py", line 235, in compileShader
raise ShaderCompilationError(
OpenGL.GL.shaders.ShaderCompilationError: ("Shader compile failure (0): b'0:2(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES\n'", [b'\n# version 330 core\nin vec3 a_position;\nvoid main() {\n gl_position = vec4(a_position, 1.0);\n}\n'], GL_VERTEX_SHADER)
明确表示不支持GLSL 3.30。但是,通过设置 window 提示,这在 C 中确实有效:
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
如何在 Python 中设置这些 window 提示?
用Python语法是
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
请注意,您的片段着色器中存在拼写错误。 GLSL 区分大小写。它必须是 gl_Position
而不是 gl_position
。
在核心配置文件中 OpenGL Context you've to use a named Vertex Array Object,因为默认顶点数组对象 (0) 无效:
vao = glGenVertexArrays(1) # <----
glBindVertexArray(vao) # <----
position = glGetAttribLocation(shader, "a_position")
glEnableVertexAttribArray(position)
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
最后你错过了绘制几何图形。清除帧缓冲区并绘制数组:
while not glfw.window_should_close(window):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, 3)
glfw.poll_events()
glfw.swap_buffers(window)
完整示例:
import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np
vertex_src = """
# version 330 core
in vec3 a_position;
void main() {
gl_Position = vec4(a_position, 1.0);
}
"""
fragment_src = """
# version 330 core
out vec4 out_color;
void main() {
out_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"""
if not glfw.init():
print("Cannot initialize GLFW")
exit()
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
window = glfw.create_window(320, 240, "OpenGL window", None, None)
if not window:
glfw.terminate()
print("GLFW window cannot be creted")
exit()
glfw.set_window_pos(window, 100, 100)
glfw.make_context_current(window)
vertices = [-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0]
colors = [1, 0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0]
vertices = np.array(vertices, dtype=np.float32)
colors = np.array(colors, dtype=np.float32)
shader = compileProgram(compileShader(
vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
buff_obj = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, buff_obj)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
vao = glGenVertexArrays(1)
glBindVertexArray(vao)
position = glGetAttribLocation(shader, "a_position")
glEnableVertexAttribArray(position)
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
glUseProgram(shader)
glClearColor(0, 0.1, 0.1, 1)
while not glfw.window_should_close(window):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, 3)
glfw.poll_events()
glfw.swap_buffers(window)
glfw.terminate()