首页 > 解决方案 > PyOpenGL 将变量传递给顶点着色器

问题描述

经过一些建议后,我决定以艰难的方式学习一点 OpenGL。我试图将一个float- 命名的myAttrib变量传递给顶点着色器,它似乎工作(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);            
}

标签: pythonopenglglslshaderpyopengl

解决方案


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(在您的情况下为 3)。请参阅顶点规范
如果您要使用统一,那么您可以为存储在默认统一块的统一变量中的程序设置一个值(您可以想象这有点像全局变量)。见统一(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);
}

您必须在为顶点坐标执行此操作时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)

或者

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 获取制服 ( "myUniform")的位置glGetUniformLocation并将值设置为制服glUniform

myUniform = 0.3

# .....

glLinkProgram(shaderProgram)
myUniform_location = glGetUniformLocation(shaderProgram, "myUniform")

# .....

glUseProgram(shaderProgram)
glUniform1f(myUniform_location, myUniform)

glDrawArrays(GL_TRIANGLES, 0, 3)

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