Re: [PyOpenGL-Users] How to draw a cube using indices ?
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From: Nicolas P. R. <Nic...@in...> - 2015-11-27 18:20:02
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Maybe you need to use np.uint32 for the dtype of the index array. Nicolas > On 27 Nov 2015, at 16:20, Florian NICOLAS <flo...@en...> wrote: > > 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 > > > ------------------------------------------------------------------------------ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |