I am working on a project for the Computer Science Club at my school and trying to learn Pygame/PyOpenGL at the same time.
Right now i'm just trying to do some basic stuff. I'm trying to render an image in a window using Pygame and PyOpenGL. Here is a link to my code (I'm not sure if Github Repositories are OK).
Code as requested(It mite be easier to read this on github):
import pygame
from OpenGL.GL import *
from OpenGL.GL import shaders
import unittest
import numpy as np
from ctypes import sizeof, c_float, c_void_p
def renderSplash(image):
# using resources in open gl generally follows the form of generate, bind, modify
# Generate: request a buffer for our vertices
vbo = glGenBuffers(1)
# Bind: set the newly requested buffer as the active GL_ARRAY_BUFFER.
# All subsequent modifications of GL_ARRAY_BUFFER will affect our vbo
glBindBuffer(GL_ARRAY_BUFFER, vbo)
# Modify: Tell OpenGL to load data into the buffer.
# I've added two more coordinates to each vertex here for determining the position within the texture.
# These two additional coordinates are typically refered to as uv coordinates.
# Also there are now two triangles that cover the entire viewport.
vertex_data = np.array([-1, -1, 0, 0, -1, 1, 0, 1, 1, 1, 1, 1, -1, -1, 0, 0, 1, 1, 1, 1, 1, -1, 1, 0], np.float32)
glBufferData(GL_ARRAY_BUFFER, vertex_data, GL_STATIC_DRAW)
vertex_position_attribute_location = 0
uv_attribute_location = 1
# glVertexAttribPointer basically works in the same way as glVertexPointer with two exceptions:
# First, it can be used to set the data source for any vertex attributes.
# Second, it has an option to normalize the data, which I have set to GL_FALSE.
glVertexAttribPointer(vertex_position_attribute_location, 2, GL_FLOAT, GL_FALSE, sizeof(c_float)*4, c_void_p(0))
# vertex attributes need to be enabled
glEnableVertexAttribArray(0)
glVertexAttribPointer(uv_attribute_location, 2, GL_FLOAT, GL_FALSE, sizeof(c_float)*4, c_void_p(sizeof(c_float)*2))
glEnableVertexAttribArray(1)
# Generate: request a texture
image_texture = glGenTextures(1)
# Bind: set the newly requested texture as the active GL_TEXTURE_2D.
# All subsequent modifications of GL_TEXTURE_2D will affect our texture (or how it is used)
glBindTexture(GL_TEXTURE_2D, image_texture)
width = image.get_width()
height = image.get_height()
# retrieve a byte string representation of the image.
# The 3rd parameter tells pygame to return a vertically flipped image, as the coordinate system used
# by pygame differs from that used by OpenGL
image_data = pygame.image.tostring(image, "RGBA", True)
# Modify: Tell OpenGL to load data into the image
mip_map_level = 0
glTexImage2D(GL_TEXTURE_2D, mip_map_level, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data)
# set the filtering mode for the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
vertex_shader = shaders.compileShader("""
#version 330
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uvIn;
out vec2 uv;
void main() {
gl_Position = vec4(pos, 0, 1);
uv = uvIn;
}
""", GL_VERTEX_SHADER)
fragment_shader = shaders.compileShader("""
#version 330
out vec4 fragColor;
in vec2 uv;
uniform sampler2D tex;
void main() {
fragColor = texture(tex, uv);
}
""", GL_FRAGMENT_SHADER)
shader_program = shaders.compileProgram(vertex_shader, fragment_shader)
glEnableClientState(GL_VERTEX_ARRAY)
# Enable alpha blending
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glUseProgram(shader_program)
glDrawArrays(GL_TRIANGLES, 0, 6)
def main():
pygame.quit()
pygame.init()
image = pygame.image.load("Background.jpg")
width = image.get_width()
height = image.get_height()
# width = 1920
# height = 1080
size = (width,height)
pygame.display.set_mode(size, pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE)
glViewport(0, 0, width, height)
renderSplash(image)
pygame.display.flip()
close_window()
def close_window():
key_pressed = False
while not key_pressed:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
key_pressed = True
main()
My problem is when I run SplashScreen.py on my Desktop (Win10 Pro, 1903, OS Build 18362.86,Python 3.7.2) I get the following
Output in text format as Requested:
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
Traceback (most recent call last):
File "SplashScreen.py", line 122, in <module>
main()
File "SplashScreen.py", line 111, in main
renderSplash(image)
File "SplashScreen.py", line 95, in renderSplash
glDrawArrays(GL_TRIANGLES, 0, 6)
File "C:\Users\LukeJ\AppData\Roaming\Python\Python37\site-packages\OpenGL\platform\baseplatform.py", line 402, in __call__
return self( *args, **named )
OSError: exception: access violation reading 0x0000000000000000
But if I run this code on my Laptop (Win10 Pro, 1903, OS Build 18362.86, Python 3.7.2), it works fine.
Am I doing something wrong in my code? What do I need to do to test for this problem and hopefully fix it in my code?
Delete
glEnableClientState(GL_VERTEX_ARRAY)
and your code will work.
glEnableClientState(GL_VERTEX_ARRAY)
enables the client-side capability for vertex coordinates, it activates the deprecated fixed function attribute and is related to Legacy OpenGL.
This counteracts with the vertex attribute specification and glEnableVertexAttribArray(0)
.
The fixed function vertex coordinates would have to be defined by glVertexPointer
rather than glVertexAttribPointer
. "access violation reading 0x0000000000000000" occurs, because there is no fixed function function vertex data set, but it is enabled.