如何将顶点缓冲区数组合并到图形程序中?

2024-09-07 12:31:55 发布

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我正在使用PyOpenGL为Python和PyQt5编写一个3d图形工具包。如果有帮助的话,我正在编写自己的着色器。我试图做的是从使用glBegin转到使用顶点缓冲区数组。我在使用VBOs时发现了以下几点:

http://www.songho.ca/opengl/gl_vbo.html-我只能从中收集一些信息,因为它是用C/C++编写的

How to get VBOs to work with Python and PyOpenGL-这是在Python2中,因此相当有限

但是,我无法拼凑出我需要的东西,以获取每个形状对象的顶点,并将它们编译到场景VBO中。我也不知道数组中的数据是如何排列的。下面是我的initGL和paintGL函数,以及我的顶点和片段着色器的GLSL代码

    def initGL(self):
        self.vertProg = open(self.vertPath, 'r')
        self.fragProg = open(self.fragPath, 'r')
        self.vertCode = self.vertProg.read()
        self.fragCode = self.fragProg.read()
        self.vertShader = shaders.compileShader(self.vertCode, GL_VERTEX_SHADER)
        self.fragShader = shaders.compileShader(self.fragCode, GL_FRAGMENT_SHADER)
        self.shader = shaders.compileProgram(self.vertShader, self.fragShader)

#paintGL uses shape objects, such as cube() or mesh(). Shape objects require the following:
#a list named 'vertices'  - This list is a list of points, from which edges and faces are drawn.
#a list named 'wires'     - This list is a list of tuples which refer to vertices, dictating where to draw wires.
#a list named 'facets'    - This list is a list of tuples which refer to vertices, ditating where to draw facets.
#a bool named 'render'    - This bool is used to dictate whether or not to draw the shape.
#a bool named 'drawWires' - This bool is used to dictate whether wires should be drawn.
#a bool named 'drawFaces' - This bool is used to dictate whether facets should be drawn.

    def paintGL(self):
        shaders.glUseProgram(self.shader)
        glLoadIdentity()
        gluPerspective(45, self.sizeX / self.sizeY, 0.1, 110.0)    #set perspective?
        glTranslatef(0, 0, self.zoomLevel)    #I used -10 instead of -2 in the PyGame version.
        glRotatef(self.rotateDegreeV + self.vOffset, 1, 0, 0)    #I used 2 instead of 1 in the PyGame version.
        glRotatef(self.rotateDegreeH, 0, 0, 1)
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        for s in self.shapes:
            if s.drawWires:
                glBegin(GL_LINES)
                for w in s.wires:
                    for v in w:
                        glVertex3fv(s.vertices[v])
                glEnd()

            if s.drawFaces:
                glBegin(GL_QUADS)
                for f in s.facets:
                    for v in f:
                        glVertex3fv(s.vertices[v])
                glEnd()

顶点着色器:

#version 120    
void main() {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

片段着色器:

#version 120
void main() {
    gl_FragColor = vec4( 0, 1, 0, 1 );
}

在这个项目的最终形式中,我想在我的缓冲区中包含顶点位置、颜色甚至光晕的信息。(这将在我最终将其放入ray marching时实现。)我还需要一种方法来指定是否应该绘制线和面

如何设置和配置一个或多个VBO以将所有这些信息传输到GPU和OpenGL

Python 3.7.6,Windows 10


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