I've been facing an issue for the past couple of days, and I still haven't been able to figure it out.. I'm trying to port a previous C++ Opengl project to PyOpengl, but I'm not able to get the object to render as it should. I'm simply trying to render a 3D grid model, which works in the original C++ code, but not in Python PyOpenGL.
What it should look like: (C++ OpenGL)
What it looks like (Python PyOpenGL)
This is the code I end up with in PyOpenGL :
import glfw
import glm
import numpy as np
from OpenGL.GL import *
import Shader
# Settings
SCR_WIDTH = 800
SCR_HEIGHT = 600
def framebuffer_size_callback(window, width, height):
if width != 0 and height != 0:
width = width
height = height
glViewport(0, 0, width, height)
def create_v_array():
vertexArray = []
indexArray = []
for x in range(-100, 102, 2):
# To draw lines across x axis from z = -1 to z = 1
vertexArray.append(glm.vec3(x / 100.0, 0.0, -1.0)) # Vertex position 1
vertexArray.append(glm.vec3(1.0, 1.0, 1.0)) # color for v1
vertexArray.append(glm.vec3(x / 100.0, 0.0, 1.0)) # Vertex position 2
vertexArray.append(glm.vec3(1.0, 1.0, 1.0)) # color for v2
for z in range(-100, 102, 2):
# To draw lines across z axis from x = -1 to x = 1
vertexArray.append(glm.vec3(-1.0, 0.0, z / 100.0)) # Vertex position 1
vertexArray.append(glm.vec3(1.0, 1.0, 1.0)) # color for v1
vertexArray.append(glm.vec3(1.0, 0.0, z / 100.0)) # Vertex position 2
vertexArray.append(glm.vec3(1.0, 1.0, 1.0)) # color for v2
for i in range(10000):
indexArray.append(i)
vao = GLuint()
vbo = GLuint()
ebo = GLuint()
vertexArray = np.array(vertexArray, dtype=np.float32)
indexArray = np.array(indexArray, dtype=np.float32)
# Bind vao
glGenVertexArrays(1, vao)
glBindVertexArray(vao)
# Upload Vertex Buffer (VBO) to the GPU, keep a reference to it (vertexBufferObject)
glGenBuffers(1, vbo)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, vertexArray.nbytes, vertexArray, GL_STATIC_DRAW)
# Upload Index Buffer (EBO) to the GPU, keep a reference to it (elementBufferObject)
glGenBuffers(1, ebo)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexArray.nbytes, indexArray, GL_STATIC_DRAW)
# Position
glVertexAttribPointer(0,
3,
GL_FLOAT,
GL_FALSE,
24,
None
)
glEnableVertexAttribArray(0)
# Color
glVertexAttribPointer(1,
3,
GL_FLOAT,
GL_FALSE,
24,
ctypes.c_void_p(12)
)
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
return vao
def main():
# Initialize the library
#glfw.glewExperimental = GL_TRUE
if not glfw.init():
return
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 2)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)
# Create a windowed mode window and its OpenGL context
window = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, "OpenGL", None, None)
if not window:
glfw.terminate()
return
# Make the window's context current
glfw.make_context_current(window)
glfw.set_framebuffer_size_callback(window, framebuffer_size_callback)
#glEnable(GL_DEPTH_TEST)
#glDepthFunc(GL_LESS)
shader = Shader.Shader("VertexShader.vsh", "FragmentShader.fsh")
vao = create_v_array()
glUseProgram(shader.ID)
# Loop until the user closes the window
while not glfw.window_should_close(window):
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(shader.ID)
glBindVertexArray(vao)
model = glm.mat4(1)
view = glm.mat4(1)
model = glm.rotate(model, glm.radians(15.0), glm.vec3(1.0, 0.0, 0.0))
view = glm.translate(view, glm.vec3(0.0, 0.0, -1.0))
projection = glm.perspective(glm.radians(45.0), (SCR_WIDTH/SCR_HEIGHT), 0.1, 100.0)
shader.set_mat4("model", model)
shader.set_mat4("view", view)
shader.set_mat4("projection", projection)
glBindVertexArray(vao)
glDrawElements(GL_LINES, 20000, GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
glfw.poll_events()
glfw.terminate()
if __name__ == "__main__":
main()
Custom Shader class:
class Shader:
def __init__(self, vertex_path, fragment_path):
vertex_code = get_file_content(vertex_path)
fragment_code = get_file_content(fragment_path)
vertex = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertex, vertex_code)
glCompileShader(vertex)
result = glGetShaderiv(vertex, GL_COMPILE_STATUS)
if not (result):
print("Vertex shader ERROR!")
raise RuntimeError(glGetShaderInfoLog(vertex))
fragment = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragment, fragment_code)
glCompileShader(fragment)
result2 = glGetShaderiv(fragment, GL_COMPILE_STATUS)
if not (result2):
print("Fragment shader ERROR!")
raise RuntimeError(glGetShaderInfoLog(vertex))
self.ID = glCreateProgram()
glAttachShader(self.ID, vertex)
glAttachShader(self.ID, fragment)
glLinkProgram(self.ID)
success = glGetProgramiv(self.ID, GL_LINK_STATUS)
if not success:
print("gad darn")
infolog = glGetProgramInfoLog(self.ID)
print("ERROR::SHADER::PROGRAM::LINKING_FAILED\n", infolog)
glDeleteShader(vertex)
glDeleteShader(fragment)
def set_mat4(self, name, matrix):
glUniformMatrix4fv(glGetUniformLocation(self.ID, name), 1, GL_FALSE, glm.value_ptr(matrix))
def use(self):
glUseProgram(self.ID)
# Helper Function
def get_file_content(file):
with open(file) as f:
content = f.read()
return content
glsl files:
Vertex Shader:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 vertexColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
vertexColor = aColor;
}
Fragment Shader:
#version 330 core
in vec3 vertexColor;
out vec4 FragColor;
void main()
{
FragColor = vec4(vertexColor.r, vertexColor.g, vertexColor.b, 1.0f);
}
The type of the indices must be integral instead of the floating point:
indexArray = np.array(indexArray, dtype=np.float32)
indexArray = np.array(indexArray, dtype=np.uint32)