OpenGL PyQt 对象不缩放

OpenGL PyQt object not scaling

我刚刚使用 VBO 和 VAO 将旧的 glBegin 和 glEnd 代码翻译成一个。作为框架,我使用 Pyqt。我确实设法加载了一个 3D 对象并将其显示在屏幕上,但我无法缩放它。我在 paintGL 方法中尝试了 glLoadIdentity 之后,但没有任何改变。我怎样才能扩展它? 这是我的代码:


vertex_code = '''
    attribute vec2 position;
    void main()
    {
        gl_Position = vec4(position, 0.0, 1.0);
        gl_Position.y -= 0.5;
    }
    '''
fragment_code = '''
    void main()
    {
        gl_FragColor = vec4(0.0, 1.0, 1.0, 0.3);
    }
    '''

class ObjRender(QOpenGLWidget):
  
    def __init__(self, parent):
        QGLWidget.__init__(self, parent)
        self.object = ObjectLoader("myobj.obj")
        self.triangleVertices = []
        self.angle = 0
   
  
    def initializeGL(self):
        glEnable(GL_DEPTH_TEST)
        glShadeModel(GL_FLAT)
        glDisable(GL_CULL_FACE)

        program = glCreateProgram()
        vertex = glCreateShader(GL_VERTEX_SHADER)
        fragment = glCreateShader(GL_FRAGMENT_SHADER)

        glShaderSource(vertex, vertex_code)
        glShaderSource(fragment, fragment_code)
        
        glCompileShader(vertex)
        ## handle errors
        glCompileShader(fragment)
        ## handle errors 

        glAttachShader(program, vertex)
        glAttachShader(program, fragment)

        glLinkProgram(program)
        ## handle errors

        glDetachShader(program, vertex)
        glDetachShader(program, fragment)
        
        glUseProgram(program)

        ## build data
        glClearColor(0.2, 0.2, 0.2, 0.7)
        glClearDepth(1.0)
        glEnable(GL_DEPTH_TEST)

        self.initializeVertices()
        self.triangleVertices = array(self.triangleVertices, 'f')

        self.vertexBufferObject = VBO(self.triangleVertices)
        self.vertexBufferObject.bind()

        self.vertexArrayObject = glGenVertexArrays(1)

        glBindVertexArray(self.vertexArrayObject)
        glEnableClientState(GL_VERTEX_ARRAY)
        glVertexPointer(3, GL_FLOAT, 3*self.triangleVertices.itemsize, None)
        glBindVertexArray(0)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
    def paintGL(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()
        glTranslatef(0.0, 0.0, -10.0)
        glScalef(0.2, 0.2, 0.2)
        glBindVertexArray(self.vertexArrayObject)
        glDrawArrays(GL_TRIANGLES, 0, len(self.triangleVertices))
        glBindVertexArray(0)
        glFlush()

    
    def resizeGL(self, width, height):    
        glViewport(0, 0, width, height)
        gluPerspective(45, 2.0, 7.0, 1000.0)


如果你还想使用Legacy OpenGL固定函数矩阵栈,那么你必须在顶点着色器中通过gl_ModelViewProjectionMatrix变换顶点位置:

attribute vec2 position;

void main()
{
    vec4 pos = vec4(position.x, position.y-0.5, 0.0, 1.0);
    gl_Position = gl_ModelViewProjectionMatrix * pos; 
}

请注意,只要立即模式(glBegin/glEnd 序列),矩阵堆栈就会被弃用。现在顶点变换由用户定义的矩阵完成 Uniform variables. See also GLSL Programming/Vector and Matrix Operations and Replacement for gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;