我试图通过pyopengl和pygame使用python制作月球的模型/模拟。我在.obj文件中使用了月球的开源3d模型,并尝试将其合并到我的代码中。但由于某种原因,标签
会发生错误OpenGL.error.GLError:GLError(err = 1282,description = b'invalid operation',baseOperation = glGetAttribLocation,cArguments =(6, b'position \ X00' )
我的实现分为不同的类(如OOP),但主要的类,即着色器,月亮类和我使用该程序的类如下所示。 OBJ加载程序直接来自官方的pygame网站。
顶点着色器
#version 330
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 newColor;
layout (location = 2) in vec2 verTexCoord;
out vec3 color;
out vec2 fragTexCoord;
// other methods like scaling, rotation
void main(){
vec4 pos = vec4(position, 1.0);
// apply translation, rotation and scaling
gl_Position = pos;
fragTexCoord = verTexCoord;
color = newColor;
}
片段着色器
#version 330
in vec3 color;
in vec2 fragCoord;
out vec4 outColor;
uniform sampler2D ourTexture;
void main(){
outColor = texture2D(ourTexture, fragCoord);
}
月球
from objloader import *
class Moon(Shape):
def __init__(self):
Shape.__init__(self)
self.obj = OBJ("Moon\moon.obj", swapyz=True)
self.drawing_type = GL_POLYGON
self.setup_shaders()
self.setup_buffers()
def setup_shaders(self):
# Get and Compile the shaders here
self.program = glCreateProgram()
glAttachShader(self.program, vertexShader)
glAttachShader(self.program, fragmentShader)
glLinkProgram(self.program)
def setup_buffers(self):
self.vao = glGenVertexArrays(1)
self.vbo = glGenBuffers(1)
v = []
# buildlist will give a list that contains the moons vertices including the texture coordinates.
v = self.buildList(self.obj)
self.vertexes = np.stack(v)
self.vertex_length = len(self.vertexes)
glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
glBufferData(GL_ARRAY_BUFFER, self.vertexes.nbytes, self.vertexes, GL_STATIC_DRAW)
glBindVertexArray(self.vao)
# This is the line the error occurs at.
positionLocation = glGetAttribLocation(self.program, "position")
没有必要,但这里是Shape类和绘图文本所在的函数(它与Shape不同的类)。
class Shape():
def __init__(self):
self.vao = None
self.vbo = None
self.program = None
self.vertexes = None
self.drawing_type = None
self.vertex_length = None
绘图功能
def draw(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
for shape in self.shapes:
glUseProgram(shape.program)
glBindVertexArray(shape.vao)
glDrawArrays(shape.drawing_type, 0, shape.vertex_length)
glBindVertexArray(0)
答案 0 :(得分:1)
glGetAttribLocation
给出了无效的操作错误,因为程序对象self.program
未正确链接。
程序未链接,因为顶点着色器的输出变量与片段着色器的输入变量不匹配。
顶点着色器:
out vec3 color;
out vec2 fragTexCoord;
片段着色器:
in vec3 color;
in vec2 fragCoord;
像这样更改片段着色器,以解决问题:
#version 330
in vec3 color;
in vec2 fragTexCoord; // "fragTexCoord" insted of "fragCoord"
out vec4 outColor;
uniform sampler2D ourTexture;
void main(){
outColor = texture2D(ourTexture, fragTexCoord);
}
注意,如果已成功链接程序对象,则可以glGetProgramiv( self.program, GL_LINK_STATUS )
检查:
glLinkProgram( self.program )
if not glGetProgramiv( self.__prog, GL_LINK_STATUS ):
print( 'link error:' )
print( glGetProgramInfoLog( self.__prog ) )
为了完整起见,如果已成功编译着色器对象,则可以glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
检查:
glCompileShader( shaderObj )
if not glGetShaderiv( shaderObj, GL_COMPILE_STATUS ):
print( 'compile error:' )
print( glGetShaderInfoLog( shaderObj ) )