Re: [PyOpenGL-Users] How to draw a cube using indices ?
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From: Florian N. <flo...@en...> - 2015-11-27 15:20:14
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Yes it works (ctypes.c_void_p(0) also works). However, it seems that only half the cube is rendered. It is a bit strange as my vertex and associated indices come from a tutorial. ------------------------------------------------------------------------------------------------------------------------ NICOLAS Florian Ingénieur études amont - Service Etudes Générales Sonar THALES Underwater Systems ENSTA Bretagne (ex-ENSIETA) - Promotion 2014 - Spécialité SPID (Système Perception Information Décision) Profil PSO (Perception et Systèmes d'Observation) ________________________________________ De : Nicolas P. Rougier <Nic...@in...> Envoyé : vendredi 27 novembre 2015 16:04 À : Florian NICOLAS Cc : pyo...@li... Objet : Re: [PyOpenGL-Users] How to draw a cube using indices ? You've already bound your index buffer so you don't need to give it as argument. In your display function: gl.glDrawElements(gl.GL_TRIANGLES, len(index), gl.GL_UNSIGNED_INT, index) becomes gl.glDrawElements(gl.GL_TRIANGLES, len(index), gl.GL_UNSIGNED_INT, None) Nicolas > On 27 Nov 2015, at 14:57, Florian NICOLAS <flo...@en...> wrote: > > > Hi everybody! > > I recently started to learn OpenGL through Python thanks to several tutorial (especially the Nicolas P. Rougier one: http://www.labri.fr/perso/nrougier/teaching/opengl/). > > I am now switching to 3D and I am trying to draw a cube. > > Thus, I manage to get some triangles which do not render a cube (this seems to be normal as I do not duplicate my vertices and I use the glDrawArrays function). > > However, after, I build an index "vector" to further use the glDrawElements function to render my cube. As a result, I do not get any error but nothing appears on screen. > > I hope you could be of some help! > > Thanks. > > Here is my code: > > #! /usr/bin/env python > # -*- coding: utf-8 -*- > > import sys > import ctypes > import numpy as np > import OpenGL.GL as gl > import OpenGL.GLUT as glut > > vertex_code = """ > > uniform float scale; > uniform mat4 matCam; > attribute vec4 color; > attribute vec3 position; > varying vec4 v_color; > void main() > { > gl_Position = matCam*vec4(scale*position, 1.0); > v_color = color; > } """ > > fragment_code = """ > varying vec4 v_color; > void main() > { > gl_FragColor = v_color; > } """ > > def display(): > gl.glClear(gl.GL_COLOR_BUFFER_BIT) > #gl.glDrawArrays(gl.GL_TRIANGLES, 0, 12) > gl.glDrawElements(gl.GL_TRIANGLES, len(index), gl.GL_UNSIGNED_INT, index) # render nothing (i.e. only the background color) > glut.glutSwapBuffers() > > def reshape(width,height): > gl.glViewport(0, 0, width, height) > > def keyboard( key, x, y ): > if key == '\033': > sys.exit( ) > > def timer(fps): > global clock > clock += 0.0005*1000.0/fps > print(clock) > # eye = np.array([0,0,1]) > # center = np.array([0,clock,0]) > # up = np.array([0,1,0]) > # mat = computeLookAtMatrix(eye, center, up) > theta = clock; > mat = np.array([[np.cos(theta), 0, np.sin(theta), 0], > [0, 1, 0, 0], > [-np.sin(theta), 0, np.cos(theta), 0], > [0, 0, 0, 1]]) > loc = gl.glGetUniformLocation(program, "matCam") > gl.glUniformMatrix4fv(loc, 1, False, mat) > > > > glut.glutTimerFunc(1000/fps, timer, fps) > glut.glutPostRedisplay() > > > # GLUT init > # -------------------------------------- > glut.glutInit() > glut.glutInitDisplayMode(glut.GLUT_DOUBLE | glut.GLUT_RGBA) > glut.glutCreateWindow('Hello world!') > glut.glutReshapeWindow(512,512) > glut.glutReshapeFunc(reshape) > glut.glutDisplayFunc(display) > glut.glutKeyboardFunc(keyboard) > glut.glutTimerFunc(1000/60, timer, 60) > > # Build data > # -------------------------------------- > data = np.zeros(8, [("position", np.float32, 3), > ("color", np.float32, 4)]) > > data['color'] = [ (1,0,0,1), (0,1,0,1), (0,0,1,1), (1,1,0,1), > (1,0,0,1), (0,1,0,1), (0,0,1,1), (1,1,0,1) ] > > data['position'] = [ (-1,-1,1), > (1,-1,1), > (1,1,1), > (-1,1,1), > (-1,-1,-1), > (1,-1,-1), > (1,1,-1), > (-1,1,-1)] > > index = np.array([0,1,2, > 2,3,0, > 1,5,6, > 6,2,1, > 7,6,5, > 5,4,7, > 4,0,3, > 3,7,4, > 4,5,1, > 1,0,4, > 3,2,6, > 6,7,3]) > > # Build & activate program > # -------------------------------------- > > # Request a program and shader slots from GPU > program = gl.glCreateProgram() > vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER) > fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) > > # Set shaders source > gl.glShaderSource(vertex, vertex_code) > gl.glShaderSource(fragment, fragment_code) > > # Compile shaders > gl.glCompileShader(vertex) > gl.glCompileShader(fragment) > > # Attach shader objects to the program > gl.glAttachShader(program, vertex) > gl.glAttachShader(program, fragment) > > # Build program > gl.glLinkProgram(program) > > # Get rid of shaders (no more needed) > gl.glDetachShader(program, vertex) > gl.glDetachShader(program, fragment) > > # Make program the default program > gl.glUseProgram(program) > > > # Build buffer > # -------------------------------------- > > # Request a buffer slot from GPU > buffer = gl.glGenBuffers(1) > > # Make this buffer the default one > gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer) > > # Upload data > gl.glBufferData(gl.GL_ARRAY_BUFFER, data.nbytes, data, gl.GL_DYNAMIC_DRAW) > > # same for index buffer > buffer_index= gl.glGenBuffers(1) > gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, buffer_index) > gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, index.nbytes, index, gl.GL_STATIC_DRAW) > > > # Bind attributes > # -------------------------------------- > stride = data.strides[0] > offset = ctypes.c_void_p(0) > loc = gl.glGetAttribLocation(program, "position") > gl.glEnableVertexAttribArray(loc) > gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer) > gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset) > > offset = ctypes.c_void_p(data.dtype["position"].itemsize) > loc = gl.glGetAttribLocation(program, "color") > gl.glEnableVertexAttribArray(loc) > gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer) > gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset) > > gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, buffer_index) > > # Bind uniforms > # -------------------------------------- > loc = gl.glGetUniformLocation(program, "scale") > gl.glUniform1f(loc, 0.5) > clock = 0 > > loc = gl.glGetUniformLocation(program, "matCam") > print(loc) > gl.glUniformMatrix4fv(loc, 1, False, np.eye(4)) > > # Enter mainloop > # -------------------------------------- > glut.glutMainLoop() > ------------------------------------------------------------------------------ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |