我正在运行OpenGL着色器教程和混合和匹配的东西的累积,试图得到一个自定义着色器实现。我有以下Python代码和回溯:
import sys
from PyQt5.QtWidgets import QApplication, QMainWindow, QOpenGLWidget
from PyQt5.QtCore import Qt
from OpenGL.GL import (
glLoadIdentity, glTranslatef, glRotatef,
glClear, glBegin, glEnd,
glColor3fv, glVertex3fv,
GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT,
GL_QUADS, GL_LINES,
shaders, GL_VERTEX_SHADER, GL_FRAGMENT_SHADER
)
from OpenGL.GLU import gluPerspective
class mainWindow(QMainWindow): #Main class.
def keyPressEvent(self, event): #This is the keypress detector.
try:
key = event.key()
except:
key = -1
#print(key)
if key == 16777216:
exit()
vertices = [
(-1, 1, 0),
(1, 1, 0),
(1, -1, 0),
(-1, -1, 0)
]
wires = [
(0, 1),
(1, 2),
(2, 3),
(0, 3)
]
facets = [
(0, 1, 2, 3)
]
zoomLevel = -5
rotateDegreeH = 0
rotateDegreeV = -45
vertShaderCode = """#version 120
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}"""
fragShaderCode = """#version 120
void main() {
gl_FragColor = vec4( 0, 1, 0, 1 );
}"""
def __init__(self):
super(mainWindow, self).__init__()
self.sizeX = 700 #Variables used for the setting of the size of everything
self.sizeY = 600
self.setGeometry(0, 0, self.sizeX + 50, self.sizeY) #Set the window size
#make shaders
VERTEX_SHADER = shaders.compileShader(self.vertShaderCode, GL_VERTEX_SHADER)
FRAGMENT_SHADER = shaders.compileShader(self.fragShaderCode, GL_FRAGMENT_SHADER)
self.shader = shaders.compileProgram(VERTEX_SHADER,FRAGMENT_SHADER)
self.openGLWidget = QOpenGLWidget(self) #Create the GLWidget
self.openGLWidget.setGeometry(0, 0, self.sizeX, self.sizeY)
self.openGLWidget.initializeGL()
self.openGLWidget.resizeGL(self.sizeX, self.sizeY) #Resize GL's knowledge of the window to match the physical size?
self.openGLWidget.paintGL = self.paintGL #override the default function with my own?
def nav(self, hVal = 0, vVal = 0, zVal = 0):
self.zoomLevel += zVal
self.rotateDegreeH += hVal
self.rotateDegreeV += vVal
self.openGLWidget.update()
def paintGL(self):
#This function uses shape objects, such as cube() or mesh(). Shape objects require the following:
#a list named 'vertices' - This list is a list of points, from which edges and faces are drawn.
#a list named 'wires' - This list is a list of tuples which refer to vertices, dictating where to draw wires.
#a list named 'facets' - This list is a list of tuples which refer to vertices, ditating where to draw facets.
#a bool named 'render' - This bool is used to dictate whether or not to draw the shape.
#a bool named 'drawWires' - This bool is used to dictate whether wires should be drawn.
#a bool named 'drawFaces' - This bool is used to dictate whether facets should be drawn.
shaders.glUseProgram(self.shader)
glLoadIdentity()
gluPerspective(45, self.sizeX / self.sizeY, 0.1, 110.0) #set perspective?
glTranslatef(0, 0, self.zoomLevel) #I used -10 instead of -2 in the PyGame version.
glRotatef(self.rotateDegreeV, 1, 0, 0) #I used 2 instead of 1 in the PyGame version.
glRotatef(self.rotateDegreeH, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glBegin(GL_LINES)
for w in self.wires:
for v in w:
glVertex3fv(self.vertices[v])
glEnd()
glBegin(GL_QUADS)
for f in self.facets:
for v in f:
glVertex3fv(self.vertices[v])
glEnd()
app = QApplication([])
window = mainWindow()
window.show()
sys.exit(app.exec_())
C:\Users\ccronk22\Documents\Python\glShaders>pygl002.py
Traceback (most recent call last):
File "C:\Users\ccronk22\AppData\Local\Programs\Python\Python38\lib\site-packages\OpenGL\latebind.py", line 43, in __call__
return self._finalCall( *args, **named )
TypeError: 'NoneType' object is not callable
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "C:\Users\ccronk22\Documents\Python\glShaders\pyGL002.py", line 109, in <module>
window = mainWindow()
File "C:\Users\ccronk22\Documents\Python\glShaders\pyGL002.py", line 59, in __init__
VERTEX_SHADER = shaders.compileShader(self.vertShaderCode, GL_VERTEX_SHADER)
File "C:\Users\ccronk22\AppData\Local\Programs\Python\Python38\lib\site-packages\OpenGL\GL\shaders.py", line 228, in compileShader
shader = glCreateShader(shaderType)
File "C:\Users\ccronk22\AppData\Local\Programs\Python\Python38\lib\site-packages\OpenGL\latebind.py", line 46, in __call__
self._finalCall = self.finalise()
File "C:\Users\ccronk22\AppData\Local\Programs\Python\Python38\lib\site-packages\OpenGL\extensions.py", line 242, in finalise
raise error.NullFunctionError(
OpenGL.error.NullFunctionError: Attempt to call an undefined alternate function (glCreateShader, glCreateShaderObjectARB), check for bool(glCreateShader) before calling
C:\Users\ccronk22\Documents\Python\glShaders>
如果注解掉compileShader、compileProgram和useProgram行,上面的代码就能正常工作。从上面的Angular 看,它会生成一个白色的正方形:
def __init__(self):
super(mainWindow, self).__init__()
self.sizeX = 700 #Variables used for the setting of the size of everything
self.sizeY = 600
self.setGeometry(0, 0, self.sizeX + 50, self.sizeY) #Set the window size
#make shaders
#VERTEX_SHADER = shaders.compileShader(self.vertShaderCode, GL_VERTEX_SHADER)
#FRAGMENT_SHADER = shaders.compileShader(self.fragShaderCode, GL_FRAGMENT_SHADER)
#self.shader = shaders.compileProgram(VERTEX_SHADER,FRAGMENT_SHADER)
[…]
def paintGL(self):
#This function uses shape objects, such as cube() or mesh(). Shape objects require the following:
#a list named 'vertices' - This list is a list of points, from which edges and faces are drawn.
#a list named 'wires' - This list is a list of tuples which refer to vertices, dictating where to draw wires.
#a list named 'facets' - This list is a list of tuples which refer to vertices, ditating where to draw facets.
#a bool named 'render' - This bool is used to dictate whether or not to draw the shape.
#a bool named 'drawWires' - This bool is used to dictate whether wires should be drawn.
#a bool named 'drawFaces' - This bool is used to dictate whether facets should be drawn.
#shaders.glUseProgram(self.shader)
一些附加信息:
我试图让http://pyopengl.sourceforge.net/context/tutorials/shader_1.html的代码在PyQt5上下文中工作,只使用OpenGL和PyQt5 API。本教程是用Python2编写的。我使用的是Python3。
那么,我的着色器编译有什么问题吗?是Python还是GLSL?
1条答案
按热度按时间ncgqoxb01#
要编译和链接着色器,您需要一个有效且当前的OpenGL Context。请注意,调用任何OpenGL指令时,OpenGL上下文必须是当前的。
QOpenGLWidget
提供了虚拟方法其中OpenGL上下文是活动的。这些方法是回调函数,由Qts事件处理调用。不要在代码中调用它们。
在
initializeGL
回调中创建着色器:(The您的代码中缺少
glUseProgram
的导入)