Openglを使用して2つの三角形-Python注釈版を描画
5040 ワード
環境構築の参考https://www.jianshu.com/p/9527c0435e9c------以前はanacondaの下で環境を構築してエラーを報告していましたが、pycharmを使用して解釈器パスをanacondaの下に設定すればいいのです.
コードソースhttps://www.jianshu.com/p/f1d326bce955
C++ボードの『OpenGLプログラミングガイド(原書第9版).pdf』を読んだ後、理解によっていくつかのコード注釈を書いて、間違いがあったら指摘してください、ありがとうございます
コードソースhttps://www.jianshu.com/p/f1d326bce955
C++ボードの『OpenGLプログラミングガイド(原書第9版).pdf』を読んだ後、理解によっていくつかのコード注釈を書いて、間違いがあったら指摘してください、ありがとうございます
"""
glfw_Triangle02.py
Author: dalong10
Description: Draw a Triagle, learning OPENGL
"""
import glutils #Common OpenGL utilities,see glutils.py
import sys, random, math
import OpenGL
from OpenGL.GL import *
from OpenGL.GL.shaders import *
import numpy
import numpy as np
import glfw
''' , OpenGL '''
#Vertex Shader , , gl_Position
#vec4(position.x, position.y, position.z, 1.0);------XYZW,
strVS = """
#version 330 core
layout(location = 0) in vec3 position;
void main(){
gl_Position = vec4(position.x, position.y, position.z, 1.0);
}
"""
#Fragment Shader , color
#vec4(1.0, 0.0, 0.0, 1.0);------RGBA
strFS1 = """
#version 330 core
out vec4 color;
void main(){
color = vec4(1.0, 0.0, 0.0, 1.0);
}
"""
strFS2 = """
#version 330 core
out vec4 color;
void main(){
color = vec4(0.0, 1.0, 0.0, 1.0);
}
"""
class FirstTriangle:
def __init__(self, side1, side2, side3):
self.side1 = side1
self.side2 = side2
self.side3 = side3
# load shaders
if side3>0:
strFS=strFS1
else:
strFS=strFS2
# , GPU
self.program = glutils.loadShaders(strVS, strFS)
glUseProgram(self.program)
s1 = side1/1.0
s2 = side2/1.0
s3 = side3/1.0
#
vertices = [
s1, -0.5, 0,#xyzz
s2, -0.5, 0,#xyzz
s3, 0.5, 0 #xyzz
]
''' : '''
# set up vertex array object (VAO) 1 , , CC
self.vao = glGenVertexArrays(1)
# ,opengl ,
glBindVertexArray(self.vao)
# set up VBOs
vertexData = numpy.array(vertices, numpy.float32)
# 1 , 。 opengl
self.vertexBuffer = glGenBuffers(1)
# opengl ,opengl , GL_ARRAY_BUFFER
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
# , 4*len(vertexData) , vertexData opengl
glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData,
GL_STATIC_DRAW)
''' : , '''
#enable arrays 0
self.vertIndex = 0
glEnableVertexAttribArray(self.vertIndex)
# set buffers
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
#0: position 3: xyz3
# GL_FLOAT: GL_FALSE:
#0: 0
# position vertexBuffer
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
# unbind VAO opengl
glBindVertexArray(0)
''' '''
def render(self):
# program opengl
glUseProgram(self.program)
# bind VAO vao opengl
glBindVertexArray(self.vao)
# draw
glDrawArrays(GL_TRIANGLES, 0, 3)
# unbind VAO
glBindVertexArray(0)
if __name__ == '__main__':
import sys
import glfw
import OpenGL.GL as gl
def on_key(window, key, scancode, action, mods):
if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
glfw.set_window_should_close(window,1)
# Initialize the library GLFW
if not glfw.init():
sys.exit()
# Create a windowed mode window and its OpenGL context ,
window = glfw.create_window(640, 480, "glfw_Triangle02", None, None)
if not window:
glfw.terminate()
sys.exit()
# Make the window's context current window OPENGL
glfw.make_context_current(window)
# Install a key handler
glfw.set_key_callback(window, on_key)
# Loop until the user closes the window
while not glfw.window_should_close(window):
# Render here
width, height = glfw.get_framebuffer_size(window)
ratio = width / float(height)
gl.glViewport(0, 0, width, height)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glClearColor(0.0,0.0,0.0,0.0)
firstTriangle0 = FirstTriangle(-0.9,-0.0,-0.45)
firstTriangle1 = FirstTriangle(0,0.9,0.45)
# render
firstTriangle0.render()
firstTriangle1.render()
# Swap front and back buffers
glfw.swap_buffers(window)
# Poll for and process events
glfw.poll_events()
glfw.terminate()