尝试使用 PyOpengl 的索引和顶点绘制简单的正方形
Trying to draw simple square using indices and vertices with PyOpengl
我正在尝试使用 Pygame 创建 2D python 游戏。
但我意识到我可以使用 PyOpengl,所以我尝试学习如何使用它。我可以在我的屏幕上用顶点创建一个三角形带。但是,我想使用索引来渲染这些三角形。在下面的代码中,我尝试渲染一个简单的正方形,其中包含 2 个三角形、一个列表中的 4 个顶点和另一个列表中的索引。不幸的是我不明白为什么广场没有出现。我可能对缓冲区、vaos、vbos 甚至 pyopengl 本身的处理有一些误解。
(我发表评论来解释我认为这些代码行的作用)
import numpy as np
import pygame
from OpenGL.GL import *
vaos = []
vbos = []
pygame.init()
screen = pygame.display.set_mode((512, 512), pygame.OPENGL | pygame.DOUBLEBUF)
pygame.display.set_caption("With OpenGl")
glViewport(0, 0, 512, 512)
# Creating vertices and indices
vertices = [-0.5, 0.5,
-0.5, -0.5,
0.5, -0.5,
0.5, 0.5]
indices = [0, 1, 3,
3, 1, 2]
# Creating VAO and binding it
vaoID = glGenVertexArrays(1)
vaos.append(vaoID)
glBindVertexArray(vaoID)
# Creating VBO for verticices and binding it
verticesID = glGenBuffers(1)
vbos.append(verticesID)
glBindBuffer(GL_ARRAY_BUFFER, verticesID)
# Creating bufferData to store vertices position
verticesBuffer = np.array(vertices, dtype='f')
glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW)
glVertexAttribPointer(0, 2, GL_FLOAT, False, 0, None)
glBindBuffer(GL_ARRAY_BUFFER, 0)
# Creating VBO for indices and binding it
indicesID = glGenBuffers(1)
vbos.append(indicesID)
# Creating bufferData to store indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesID)
indicesBuffer = np.array(indices, dtype='uint16')
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW)
# unbind VAO because I finished to use it
glBindVertexArray(0)
run = True
clock = pygame.time.Clock()
while run:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
run = False
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_o:
run = False
# Preparing screen
glClear(GL_COLOR_BUFFER_BIT)
glClearColor(1, 0, 0, 1)
# Rendering
# binding VAO
glBindVertexArray(vaoID)
# enabling VertexAttribArray to get vertices
glEnableVertexAttribArray(0)
# draw elements
glDrawElements(GL_TRIANGLES, len(vertices) * 4, GL_UNSIGNED_INT, 0)
# disabling VertexAttribArray and unbind VAO because I finished to use them
glDisableVertexAttribArray(0)
glBindVertexArray(0)
pygame.display.flip()
# Cleanup
for vao in vaos:
glDeleteVertexArrays(1, vao)
for vbo in vbos:
glDeleteBuffers(1, vbo)
pygame.quit()
当命名缓冲区对象绑定到 GL_ELEMENT_ARRAY_BUFFER
目标时,glDrawElements
的最后一个参数被视为缓冲区对象数据存储中的字节偏移量。但是,无论如何,参数的类型必须是指针 (ctypes.c_void_p
).
因此,如果偏移量为 0,则最后一个参数可以是 None
或 ctypes.c_void_p(0)
,否则偏移量必须转换为 ctypes.c_void_p
.
此外,类型参数必须与缓冲区中索引的类型相匹配。由于索引的类型是 'uint16'
,类型参数必须是 GL_UNSIGNED_SHORT
而不是 GL_UNSIGNED_INT
.
索引类型和类型参数的 3 种可能组合是:
- 'uint8' -
GL_UNSIGNED_BYTE
- 'uint16' -
GL_UNSIGNED_SHORT
- 'uint32' -
GL_UNSIGNED_INT
正确的代码是
glDrawElements(GL_TRIANGLES, len(vertices) * 4, GL_UNSIGNED_INT, 0)
glDrawElements(GL_TRIANGLES, len(vertices) * 4, GL_UNSIGNED_SHORT, None)
或
glDrawElements(GL_TRIANGLES, len(vertices) * 4, GL_UNSIGNED_SHORT, ctypes.c_void_p(0))
我正在尝试使用 Pygame 创建 2D python 游戏。
但我意识到我可以使用 PyOpengl,所以我尝试学习如何使用它。我可以在我的屏幕上用顶点创建一个三角形带。但是,我想使用索引来渲染这些三角形。在下面的代码中,我尝试渲染一个简单的正方形,其中包含 2 个三角形、一个列表中的 4 个顶点和另一个列表中的索引。不幸的是我不明白为什么广场没有出现。我可能对缓冲区、vaos、vbos 甚至 pyopengl 本身的处理有一些误解。 (我发表评论来解释我认为这些代码行的作用)
import numpy as np
import pygame
from OpenGL.GL import *
vaos = []
vbos = []
pygame.init()
screen = pygame.display.set_mode((512, 512), pygame.OPENGL | pygame.DOUBLEBUF)
pygame.display.set_caption("With OpenGl")
glViewport(0, 0, 512, 512)
# Creating vertices and indices
vertices = [-0.5, 0.5,
-0.5, -0.5,
0.5, -0.5,
0.5, 0.5]
indices = [0, 1, 3,
3, 1, 2]
# Creating VAO and binding it
vaoID = glGenVertexArrays(1)
vaos.append(vaoID)
glBindVertexArray(vaoID)
# Creating VBO for verticices and binding it
verticesID = glGenBuffers(1)
vbos.append(verticesID)
glBindBuffer(GL_ARRAY_BUFFER, verticesID)
# Creating bufferData to store vertices position
verticesBuffer = np.array(vertices, dtype='f')
glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW)
glVertexAttribPointer(0, 2, GL_FLOAT, False, 0, None)
glBindBuffer(GL_ARRAY_BUFFER, 0)
# Creating VBO for indices and binding it
indicesID = glGenBuffers(1)
vbos.append(indicesID)
# Creating bufferData to store indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesID)
indicesBuffer = np.array(indices, dtype='uint16')
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW)
# unbind VAO because I finished to use it
glBindVertexArray(0)
run = True
clock = pygame.time.Clock()
while run:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
run = False
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_o:
run = False
# Preparing screen
glClear(GL_COLOR_BUFFER_BIT)
glClearColor(1, 0, 0, 1)
# Rendering
# binding VAO
glBindVertexArray(vaoID)
# enabling VertexAttribArray to get vertices
glEnableVertexAttribArray(0)
# draw elements
glDrawElements(GL_TRIANGLES, len(vertices) * 4, GL_UNSIGNED_INT, 0)
# disabling VertexAttribArray and unbind VAO because I finished to use them
glDisableVertexAttribArray(0)
glBindVertexArray(0)
pygame.display.flip()
# Cleanup
for vao in vaos:
glDeleteVertexArrays(1, vao)
for vbo in vbos:
glDeleteBuffers(1, vbo)
pygame.quit()
当命名缓冲区对象绑定到 GL_ELEMENT_ARRAY_BUFFER
目标时,glDrawElements
的最后一个参数被视为缓冲区对象数据存储中的字节偏移量。但是,无论如何,参数的类型必须是指针 (ctypes.c_void_p
).
因此,如果偏移量为 0,则最后一个参数可以是 None
或 ctypes.c_void_p(0)
,否则偏移量必须转换为 ctypes.c_void_p
.
此外,类型参数必须与缓冲区中索引的类型相匹配。由于索引的类型是 'uint16'
,类型参数必须是 GL_UNSIGNED_SHORT
而不是 GL_UNSIGNED_INT
.
索引类型和类型参数的 3 种可能组合是:
- 'uint8' -
GL_UNSIGNED_BYTE
- 'uint16' -
GL_UNSIGNED_SHORT
- 'uint32' -
GL_UNSIGNED_INT
正确的代码是
glDrawElements(GL_TRIANGLES, len(vertices) * 4, GL_UNSIGNED_INT, 0)
glDrawElements(GL_TRIANGLES, len(vertices) * 4, GL_UNSIGNED_SHORT, None)
或
glDrawElements(GL_TRIANGLES, len(vertices) * 4, GL_UNSIGNED_SHORT, ctypes.c_void_p(0))