在提出了一些建议之后,我决定以艰难的方式来学习一些OpenGL。我试图将(float
-名为myAttrib
)的变量传递给顶点着色器,它似乎可以正常工作(第33行),但显然没有。稍后,我想将代码分成更多部分。
代码:
from OpenGL.GL import *
from OpenGL.GL.shaders import *
import pygame
from pygame.locals import *
import numpy, time
def getFileContent(file):
content = open(file, 'r').read()
return content
def initDraw():
pygame.init()
pygame.display.set_mode((640, 480), HWSURFACE | OPENGL | DOUBLEBUF)
vertices = [0.0, 0.5,
0.5, -0.5,
-0.5, -0.5,]
vertices = numpy.array(vertices, dtype = numpy.float32)
myAttrib = 0.3
vertexShader = compileShader(getFileContent("helloTriangle.vert"), GL_VERTEX_SHADER)
fragmentShader = compileShader(getFileContent("helloTriangle.frag"), GL_FRAGMENT_SHADER)
shaderProgram = glCreateProgram()
glAttachShader(shaderProgram, vertexShader)
glAttachShader(shaderProgram, fragmentShader)
glBindAttribLocation(shaderProgram, 1, "myAttrib")
glLinkProgram(shaderProgram)
print(glGetAttribLocation(shaderProgram, "myAttrib"))
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices)
glEnableVertexAttribArray(0)
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glUseProgram(shaderProgram)
glDrawArrays(GL_TRIANGLES, 0, 3)
pygame.display.flip()
time.sleep(2)
initDraw()
顶点着色器:
#version 130
attribute vec2 vPosition;
attribute float myAttrib;
void main()
{
gl_Position = vec4(vPosition.x, vPosition.y + myAttrib, 0.0, 1.0);
}
片段着色器:
#version 130
void main()
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
答案 0 :(得分:2)
如果使用属性,则必须定义一组通用顶点属性,每个顶点坐标具有一个属性值(在本例中为3)。参见Vertex Specification。
如果要使用统一,则可以为存储在默认统一块中的统一变量中的程序设置一个值(可以像全局变量一样想象)。参见Uniform (GLSL):
案例1-属性myAttrib
:
顶点着色器
#version 130
attribute vec2 vPosition;
attribute float myAttrib;
void main()
{
gl_Position = vec4(vPosition.x, vPosition.y + myAttrib, 0.0, 1.0);
}
您必须为顶点坐标定义一个通用顶点属性数组:
attrib = [-0.2, 0.2, 0.0]
myAttrib = numpy.array(attrib, dtype = numpy.float32)
# .....
glLinkProgram(shaderProgram)
myAttrib_location = glGetAttribLocation(shaderProgram, "myAttrib")
# .....
glVertexAttribPointer(myAttrib_location, 1, GL_FLOAT, GL_FALSE, 0, myAttrib)
glEnableVertexAttribArray(myAttrib_location)
或
glBindAttribLocation(shaderProgram, 1, "myAttrib")
glLinkProgram(shaderProgram)
# .....
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, myAttrib)
glEnableVertexAttribArray(1)
案例2-制服myUniform
顶点着色器
#version 130
attribute vec2 vPosition;
uniform float myUniform;
void main()
{
gl_Position = vec4(vPosition.x, vPosition.y + myUniform, 0.0, 1.0);
}
通过glGetUniformLocation
获取制服("myUniform"
)的位置,并通过glUniform
将值设置为制服:
myUniform = 0.3
# .....
glLinkProgram(shaderProgram)
myUniform_location = glGetUniformLocation(shaderProgram, "myUniform")
# .....
glUseProgram(shaderProgram)
glUniform1f(myUniform_location, myUniform)
glDrawArrays(GL_TRIANGLES, 0, 3)