我正在使用Python和现代OpenGL编程,我试图在代码中实现glMultiDrawArraysIndirect
函数来绘制一个简单的形状,我想稍后将其应用于更复杂的事情,但这只是一个简单的测试,我不知道错误在哪里
import glfw, time, ctypes, math, pyrr
import numpy as np
from OpenGL.GL import *
from OpenGL.GL.shaders import *
glfw.init()
glfw.window_hint(glfw.SAMPLES, 4)
w = glfw.create_window(640, 480, "Galeria das Sombras", None, None)
glfw.make_context_current(w)
v = """
#version 430
in layout(location=0) vec3 posicao;
in layout(location=1) vec2 textura;
uniform mat4 view;
uniform vec3 def;
uniform vec3 pos;
uniform vec3 scale;
uniform float giro;
uniform float giro2;
out vec2 texcords;
void main(){
texcords = textura;
vec3 p = vec3(posicao.x*scale.x,posicao.y*scale.y,posicao.z*scale.z);
p = p+def;
p = vec3(-sin(giro)*p.z+cos(giro)*p.x,p.y,sin(giro)*p.x+cos(giro)*p.z);
p = vec3(p.x,-sin(giro2)*p.z+cos(giro2)*p.y,sin(giro2)*p.y+cos(giro2)*p.z);
p = p+pos+vec3(gl_InstanceID,0,0);
gl_Position = view*vec4(p,1);
}
"""
f = """
#version 430
in vec2 texcords;
uniform vec3 cor;
uniform sampler2D texinfo;
void main(){
gl_FragColor = vec4(cor,1)*texture(texinfo,texcords);
}
"""
shader = compileProgram(compileShader(v,GL_VERTEX_SHADER),compileShader(f,GL_FRAGMENT_SHADER))
tudo = [-1,-1,0,0,1,
1,-1,0,1,1,
1,1,0,1,0,
-1,1,0,0,0]
tudo = np.array(tudo, np.float32)
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, len(tudo)*4, tudo, GL_STATIC_DRAW)
'''
tudo = [[1,1,0,3],[2,2,1,3]]
tudo = np.array(tudo, np.uint8)
VBI = glGenBuffers(1)
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, VBI)
glBufferData(GL_DRAW_INDIRECT_BUFFER, len(tudo)*4, tudo, GL_STATIC_DRAW)
'''
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(12))
glEnableVertexAttribArray(1)
glUseProgram(shader)
view = pyrr.matrix44.create_perspective_projection_matrix(60, 640/480, .1, 1000)
p = glGetUniformLocation(shader, "view")
glUniformMatrix4fv(p, 1, GL_FALSE, view)
glEnable(GL_DEPTH_TEST)
glEnable(GL_MULTISAMPLE)
glEnable(GL_TEXTURE_2D)
from PIL import Image
t = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, t)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
buffer = Image.open("p.jpg")
data = buffer.tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, buffer.size[0], buffer.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, data)
girar = 0
tempo = glfw.get_time()
tfps = glfw.get_time()
fps = 0
action = 0
while not glfw.window_should_close(w):
glfw.swap_buffers(w)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
view = pyrr.matrix44.create_perspective_projection_matrix(60, glfw.get_window_size(w)[0]/glfw.get_window_size(w)[1], .1, 1000)
p = glGetUniformLocation(shader, "view")
glUniformMatrix4fv(p, 1, GL_FALSE, view)
glViewport(0,0,glfw.get_window_size(w)[0],glfw.get_window_size(w)[1])
p = glGetUniformLocation(shader, "cor")
glUniform3f(p, 1, 0, 0)
p = glGetUniformLocation(shader, "def")
glUniform3f(p, 0, 0, 0)
p = glGetUniformLocation(shader, "scale")
glUniform3f(p, 1, 1, 1)
p = glGetUniformLocation(shader, "giro")
glUniform1f(p, girar*math.pi/180)
if glfw.get_time() - tempo > 1/60:
girar+=1
tempo = glfw.get_time()
if action > 0:
action-=.05
if action < 0:
action = 0
p = glGetUniformLocation(shader, "giro2")
if glfw.get_key(w, glfw.KEY_W) and action == 0:
action = 2
if action > 1:
glUniform1f(p, (1-(action-1))*-90*(math.pi/180))
else:
glUniform1f(p, action*-90*(math.pi/180))
p = glGetUniformLocation(shader, "pos")
glUniform3f(p, 0, 0, -10)
glMultiDrawArraysIndirect(GL_TRIANGLES, np.array([[0,3,1,0],[1,3,1,1]]), 2, 1)
fps+=1
if glfw.get_time() - tfps > 1:
print("FPS:",fps)
fps = 0
tfps = glfw.get_time()
glfw.poll_events()
if fps > 400:
time.sleep(.01)
glfw.destroy_window(w)
glfw.terminate()
在VBO中有一个正方形,但我只打算使用前3个点绘制2个三角形,然后使用彼此相邻的最后3个点,我在internet上没有找到很多此类代码的示例,只有glMultiDrawArraysIndirect
文档,但当我更改drawcount
时,我无法在我的代码中运行它,至少在没有提供良好锁的情况下是这样做的对于1个车轮,但屏幕上没有显示任何内容
有,我从网站上取的drawcount
是:http://docs.gl/gl4/glMultiDrawArraysIndirect
我试图用不同的uint
{indirect
值,但大多数数组要么出错,要么在屏幕上没有任何显示的情况下运行。有人知道怎么了吗
指定NumPy数组时,需要指定类型} )
uint32
。最后一个参数(stride)指定绘图参数数组元素之间的距离(16字节):(见^{
或
上述代码与:} )
(见^{
分别与:} )
(见^{
使用
glDrawArraysIndirect
或glMultiDrawArraysIndirect
时,需要创建以下数据结构: (见GLAPI/glMultiDrawArraysIndirect)这可以通过使用数据类型为
uint32
的NumPy数组来实现:相关问题 更多 >
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