我正在尝试使用几何着色器将点转换为线段(GL_POINTS到GL_LINE_STRIP),但不会出现线段。如果我将输入更改为GL_LINES,只重复顶点,那么我得到了我期待的行为。发生了什么事?
这是一个演示行为的完整程序。原样,我只得到一个黑色的窗户。将USE_POINTS设置为False可以获得我所期待的旋转迷幻闪烁线。
#!/usr/bin/python
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GL.ARB.geometry_shader4 import *
from OpenGL.GL.EXT.geometry_shader4 import *
import Image
import numpy
import numpy.linalg as linalg
import random
from math import sin, cos
shader = None
USE_POINTS = True
def update(*args):
glutTimerFunc(33, update, 0)
glutPostRedisplay()
def display():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
t = glutGet(GLUT_ELAPSED_TIME)
rot = t % (10 * 1000)
theta = 2 * 3.141592 * (rot / 10000.0)
glLoadIdentity()
gluLookAt(-10*sin(theta), -10*cos(theta), 0,
0, 0, 0,
0, 0, 1)
glUseProgram(shader)
glUniform1f(glGetUniformLocation(shader, "distance"), rot/10000.0)
# difference #1
glBegin(GL_POINTS if USE_POINTS else GL_LINES)
for x in [-2.5, 0, 2.5]:
for y in [-2.5, 0, 2.5]:
glVertexAttrib1f(7, random.uniform(0.0, 1.0))
glVertexAttrib3f(0, x, y, 0)
# difference #2
if not USE_POINTS:
glVertexAttrib1f(7, random.uniform(0.0, 1.0))
glVertexAttrib3f(0, x, y, 0)
glEnd()
glUseProgram(0)
glutSwapBuffers()
def key(*args):
if args[0] == '\x1b':
sys.exit(0);
def reshape(width, height):
aspect = float(width)/float(height) if (height>0) else 1.0
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0,
aspect,
1.0, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glutPostRedisplay()
glutInit([])
glutInitDisplayString("rgba>=8 depth>16 double")
glutInitWindowSize(1280, 720)
glutCreateWindow("Geometry Shader")
glutDisplayFunc(display)
glutReshapeFunc(reshape)
glutKeyboardFunc(key)
glutTimerFunc(33, update, 0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_POINT_SMOOTH)
glEnable(GL_LINE_SMOOTH)
shader = glCreateProgram()
vertex_shader = glCreateShader(GL_VERTEX_SHADER)
geometry_shader = glCreateShader(GL_GEOMETRY_SHADER)
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER)
# difference #3
glProgramParameteriEXT(shader, GL_GEOMETRY_INPUT_TYPE_ARB, GL_POINTS if USE_POINTS else GL_LINES)
glProgramParameteriEXT(shader, GL_GEOMETRY_OUTPUT_TYPE_ARB, GL_LINE_STRIP)
glProgramParameteriEXT(shader, GL_GEOMETRY_VERTICES_OUT_ARB, 200)
glAttachShader(shader, vertex_shader)
glAttachShader(shader, geometry_shader)
glAttachShader(shader, fragment_shader)
glShaderSource(vertex_shader, """
attribute float color;
varying float geom_color;
void main(void) {
gl_Position = gl_Vertex;
geom_color = color;
}
""")
glCompileShader(vertex_shader)
print glGetShaderInfoLog(vertex_shader)
glShaderSource(geometry_shader, """
#version 120
#extension GL_EXT_geometry_shader4 : enable
varying in float geom_color[1];
varying out float frag_color;
uniform float distance;
void main(void)
{
int x, y;
for(x=-1; x<=1; x+=1) {
for(y=-1; y<=1; y+=1) {
gl_Position = gl_PositionIn[0];
gl_Position.x += x * distance;
gl_Position.y += y * distance;
gl_Position.z -= 2.0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
frag_color = geom_color[0];
EmitVertex();
gl_Position = gl_PositionIn[0];
gl_Position.x += x * distance;
gl_Position.y += y * distance;
gl_Position.z += 2.0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
frag_color = geom_color[0];
EmitVertex();
EndPrimitive();
}
}
}
""")
glCompileShader(geometry_shader)
print glGetShaderInfoLog(geometry_shader)
glShaderSource(fragment_shader, """
varying float frag_color;
void main(void) {
gl_FragColor = vec4(frag_color,1.0-frag_color,frag_color,1);
}
""")
glCompileShader(fragment_shader)
print glGetShaderInfoLog(fragment_shader)
glLinkProgram(shader)
print glGetProgramInfoLog(shader)
glBindAttribLocation(shader, 7, "color")
glLinkProgram(shader)
print glGetProgramInfoLog(shader)
glutMainLoop()
答案 0 :(得分:1)
我用GL_EXT_geometry_shader4规范交叉检查代码,至少我没有看到任何明显的错误。根据规范,所有输入原语都适用于所有类型的输出原语。如果OpenGL没有通过glGetError返回错误,并且没有着色器链接器/编译错误,我会说这是一个与ATI或pyOpenGL相关的问题。
我很确定我已经为几何着色器测试了大多数输入和输出基元的组合,它们都可以在我的Nvidia卡上运行。我使用的是原生的C OpenGL库,而不是绑定。
答案 1 :(得分:0)
我刚才用HD4850遇到了同样的问题。这似乎很奇怪,但问题确实有原因而且可以解决。看起来这与原始帖子的情况不同。仅供参考,当其他人碰巧遇到类似情况阻止此帖时。
这就是原因。当GL_GEOMETRY_INPUT_TYPE_ARB设置为GL_POINTS时,在几何着色器代码中,存在访问输入数组超过0的代码。
顶点着色器
in ivec4 vertex;
flat out ivec4 v;
几何着色器
flat in ivec4 v[gl_VerticesIn];
// somewhere in the code
v[1].x ...
编译/链接一切正常,但glGetAttribLocationARB对“vertex”属性失败。