Re: [PyOpenGL-Users] How to draw a cube using indices ?
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From: Florian N. <flo...@en...> - 2015-11-28 11:30:12
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Yes it solves my problem. Thanks! > Le 27 nov. 2015 à 19:19, Nicolas P. Rougier <Nic...@in...> a écrit : > > 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 > |