我的着色器出现错误,不知道如何修复

时间:2019-08-13 11:58:24

标签: python-3.x macos opengl glsl glfw

我正在尝试在代码中设置着色器,但未运行

我在Mac上,我的伴侣可以完美运行它,但我不能使用OpenGl 3.3

这是我的代码中发生错误的一部分,我尝试过更改着色器的版本,在不同的环境中运行,使用了PyCharm,空闲的Jupyter笔记本...

if __name__ == "__main__":

    # Initialize glfw
    if not glfw.init():
        sys.exit()

    width = 800
    height = 600

    window = glfw.create_window(width, height, "Window name", None, None)

    if not window:
        glfw.terminate()
        sys.exit()

    glfw.make_context_current(window)

    # Connecting the callback function 'on_key' to handle keyboard events
    glfw.set_key_callback(window, on_key)


    # Defining shaders for our pipeline
    vertex_shader = """
    #version 330
    in vec3 position;
    in vec3 color;

    out vec3 fragColor;

    void main()
    {
        fragColor = color;
        gl_Position = vec4(position, 1.0f);
    }
    """

    fragment_shader = """
    #version 330

    in vec3 fragColor;
    out vec4 outColor;

    void main()
    {
        outColor = vec4(fragColor, 1.0f);
    }
    """

    vertex_shader2 = """
    #version 330
    in vec3 position;
    in vec3 color;

    out vec3 fragColor;

    void main()
    {
        fragColor = color;
        gl_Position = vec4(2 * position, 1.0f);
    }
    """

    fragment_shader2 = """
    #version 330

    in vec3 fragColor;
    out vec4 outColor;

    void main()
    {
        float meanColor = (fragColor.r + fragColor.g + fragColor.b) / 3;
        outColor = vec4(meanColor, meanColor, meanColor,  1.0f);
    }
    """

# Assembling the shader program (pipeline) with both shaders
shaderProgram = OpenGL.GL.shaders.compileProgram(
    OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER),
    OpenGL.GL.shaders.compileShader(fragment_shader, GL_FRAGMENT_SHADER))

shaderProgram2 = OpenGL.GL.shaders.compileProgram(
    OpenGL.GL.shaders.compileShader(vertex_shader2, GL_VERTEX_SHADER),
    OpenGL.GL.shaders.compileShader(fragment_shader2, GL_FRAGMENT_SHADER))

它应该绘制一个三角形,但显示以下错误:

Traceback (most recent call last):
 File "/Users/gustavo/PycharmProjects/untitled1/oli.py", line 186, in <module>
   OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER),  
 File "/Users/gustavo/PycharmProjects/untitled1/venv/lib/python3.7/site-packages/OpenGL/GL/shaders.py", line 226, in compileShader
   shaderType,  
RuntimeError: ('Shader compile failure (0): b'ERROR: 0:2: '' :  version '130' is not supported\n ERROR: 0:11: 'f' : syntax error: syntax error\n '', [b'
   #version 130
   in vec3 position;
   in vec3 color;

   out vec3 fragColor;

   void main()
   {
       fragColor = color;
       gl_Position = vec4(position, 1.0f);
   }
   '], GL_VERTEX_SHADER)

1 个答案:

答案 0 :(得分:3)

MacOS使用Legacy Profile作为所有创建的OpenGL上下文的默认设置。因此,默认情况下,仅支持OpenGL最高为2.1,GLSL最高为1.20。

要使用OpenGL 3.2+,您需要切换到Core Profile。命名有点混乱,因为它仅统计3.2Core配置文件,但实际上仅统计3.2Core或更高版本(系统/驱动程序支持的向后兼容3.2的每个OpenGL配置文件)

对于glut(如果可用,取决于glut的版本),MacOS上的命令为:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

对不起,我不知道python版本,但应该是类似的功能。