我正在尝试使用pyopengl创建一个简单的场景,但是我一直在遇到运行时错误。我正在使用glfw来显示opengl场景。
我正在使用python,因为我想将opengl包含在其他一些python项目中。
我正在使用macOS Mojave(10.14),Python 3.7
错误:
Traceback (most recent call last):
File "main.py", line 109, in <module>
main()
File "main.py", line 64, in main
shader = OpenGL.GL.shaders.compileProgram(s.vertex(), s.fragment())
File "slib/python3.7/site-packages/OpenGL/GL/shaders.py", line 196, in
compileProgram
program.check_validate()
File "lib/python3.7/site-packages/OpenGL/GL/shaders.py", line 108, in
check_validate
glGetProgramInfoLog( self ),
RuntimeError: Validation failure (0): b'Validation Failed: No vertex
array object bound.\n'
代码:
import glfw
from OpenGL.GL import *
import OpenGL.GL.shaders
import numpy as np
def trikotnik():
trikotnik = np.array([
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0
], dtype=np.float32)
return trikotnik
class Shaders:
def __init__(self):
pass
def vertex(self):
v = """
#version 330
in vec4 position;
void main() {
gl_Position = position;
}
"""
return OpenGL.GL.shaders.compileShader(v, GL_VERTEX_SHADER)
def fragment(self):
f = """
#version 330
out vec4 fragColor;
void main() {
fragColor = vec4( 0, 1, 0, 1 );
}
"""
return OpenGL.GL.shaders.compileShader(f, GL_FRAGMENT_SHADER)
def main():
# Initialize the library
if not glfw.init():
return
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 2)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)
# Create a windowed mode window and its OpenGL context
window = glfw.create_window(640, 480, "Hello World", None, None)
if not window:
glfw.terminate()
return
# Make the window's context current
glfw.make_context_current(window)
# Creating shaders
s = Shaders()
shader = OpenGL.GL.shaders.compileProgram(s.vertex(), s.fragment())
# Creating vertex buffer object on gpu
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
# Load data on array buffer...32 = size in bytes 9x4
# GL_STATIC_DRAW: The vertex data will be uploaded once and drawn many times.
glBufferData(GL_ARRAY_BUFFER, 32, trikotnik(), GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
position = glGetAttribLocation(shader, "position")
glVertexAttribPointer(
position, # attribute 0. No particular reason for 0, but must match the layout in the shader.
3, # size
GL_FLOAT, # type
GL_FALSE, # normalized
0, # stride
None # array buffer offset
)
glEnableVertexAttribArray(position)
glUseProgram(shader)
glClearColor(0, 107, 179, 1.0)
# Loop until the user closes the window
while not glfw.window_should_close(window):
# Render here, e.g. using pyOpenGL
# Clear color buffer
glClear(GL_COLOR_BUFFER_BIT)
# Draw
glDrawArrays(GL_TRIANGLES, 0, 3)
# Swap front and back buffers
glfw.swap_buffers(window)
# Poll for and process events
glfw.poll_events()
glfw.terminate()
if __name__ == "__main__":
main()
我在源代码中找到了这个
validate(仅关键字)-如果为False,则自动取消显示 针对当前GL状态的验证。在高级用法中 验证会产生虚假错误。注意:这个 函数不是真正用于高级用途的 , 如果您发现自己指定了此标志, 可能应该使用您自己的着色器管理代码。
我尝试将其设置为False,但仍然出现错误。
答案 0 :(得分:0)
您使用Vertex Array Object或切换到兼容性配置文件上下文glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_COMPAT_PROFILE)
。在核心配置文件中,您必须有一个命名的VAO,这不是可选的。
在指定顶点数组数据的数组之前创建并绑定VAO:
VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)
glVertexAttribPointer(
position, # attribute 0. No particular reason for 0, but must match the layout in the shader.
3, # size
GL_FLOAT, # type
GL_FALSE, # normalized
0, # stride
None # array buffer offset
)
glEnableVertexAttribArray(position)