Skip to content
Advertisement

PyOpenGL – Minimal glDrawArrays Example

I’ve seen many minimal PyOpenGL examples, but none of the ones I’ve found make use of VAOs or glDrawArrays / glDrawElements. Instead they all use glVertex, glut shapes, and occasionally the old glCallList function.

I’m now trying to write a minimal working example that uses vertex arrays and buffers for vertex data. If I understand PyOpenGL correctly, the following code should draw a single white triangle on the screen, but instead I get a blank screen.

What might I be doing incorrectly? I have also had a bit of difficulty making sense of the PyOpenGL documentation. Many of the functions are defined one way, but are used in many places and work a totally different way, and some don’t even seem to work the way they’re defined (e.g. glGenBuffers which states it accepts two arguments, but seems to only accept one and return the generated buffers).

p.s. I’m not using numpy nor pygame.

from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
import ctypes
import sys

name = 'PyOpenGL Example'
vao = None
program = None

def main():
    glutInit(sys.argv)
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
    glutInitContextVersion(4,0)
    glutInitWindowSize(600,400)
    glutCreateWindow(name)

    print(glGetString(GL_VERSION))

    glClearColor(0,0,0,1)

    glutDisplayFunc(display)
    # glutMouseFunc(callback)
    # glutMotionFunc(callback)
    # glutPassiveMotionFunc(callback)
    # glutKeyboardFunc(callback)
    # glutSpecialFunc(callback)

    vshader = glCreateShader(GL_VERTEX_SHADER)
    fshader = glCreateShader(GL_FRAGMENT_SHADER)

    glShaderSource(vshader,["""
        #version 400

        uniform mat4 u_model;
        uniform mat4 u_view;

        in vec4 a_pos;
        in vec4 a_color;
        in vec4 a_normal;

        out vec4 v_color;
        out vec4 v_normal;

        void main() {
            gl_Position = a_pos; // * u_model * u_view;
            v_color = a_color;
            v_normal = normalize(a_normal);
        }
    """])
    glCompileShader(vshader)
    msg = glGetShaderInfoLog(vshader)
    if msg:
        print(f"Failed to compile Vertex Shader: {msg}")
        exit(0)

    glShaderSource(fshader,["""
        #version 400

        uniform mat4 u_model;
        uniform mat4 u_view;

        in vec4 v_color;
        in vec4 v_normal;

        layout(location=0) out vec4 f_color;

        void main() {
            f_color = v_color;
        }
    """])
    glCompileShader(fshader)
    msg = glGetShaderInfoLog(fshader)
    if msg:
        print(f"Failed to compile Fragment Shader: {msg}")
        exit(0)

    global program
    program = glCreateProgram()

    glAttachShader(program,vshader)
    glAttachShader(program,fshader)

    glLinkProgram(program)
    msg = glGetProgramInfoLog(program)
    if msg:
        print(f"Failed to link Program: {msg}")
        exit(0)

    glUseProgram(program)

    uniforms = {
        'model': glGetUniformLocation(program,'u_model'),
        'view': glGetUniformLocation(program,'u_view'),
    }
    print(uniforms)

    attrs = {
        'pos': glGetAttribLocation(program,'a_pos'),
        'color': glGetAttribLocation(program,'a_color'),
        'normal': glGetAttribLocation(program,'a_normal'),
    }
    print(attrs)

    global vao
    vao = glGenVertexArrays(1)
    glBindVertexArray(vao)

    verts = [
        -1, -1, 0, 1,
        1, -1, 0, 1,
        0, 1, 0, 1,
    ]
    colors = [
        1, 1, 1, 1,
        1, 1, 1, 1,
        1, 1, 1, 1,
    ]
    normals = [
        0, 0, 1, 0,
        0, 0, 1, 0,
        0, 0, 1, 0,
    ]

    vbuf,cbuf,nbuf = glGenBuffers(3)
    glBindBuffer(GL_ARRAY_BUFFER,vbuf)
    glBufferData(GL_ARRAY_BUFFER,(ctypes.c_float*len(verts))(*verts),GL_STATIC_DRAW)
    glVertexAttribPointer(attrs['pos'],4,GL_FLOAT,GL_FALSE,0,0)
    glEnableVertexAttribArray(attrs['pos'])

    glBindBuffer(GL_ARRAY_BUFFER,cbuf)
    glBufferData(GL_ARRAY_BUFFER,(ctypes.c_float*len(colors))(*colors),GL_STATIC_DRAW)
    glVertexAttribPointer(attrs['color'],4,GL_FLOAT,GL_FALSE,0,0)
    glEnableVertexAttribArray(attrs['color'])

    glBindBuffer(GL_ARRAY_BUFFER,nbuf)
    glBufferData(GL_ARRAY_BUFFER,(ctypes.c_float*len(normals))(*normals),GL_STATIC_DRAW)
    # glVertexAttribPointer(attrs['normal'],4,GL_FLOAT,GL_FALSE,0,0)
    # glEnableVertexAttribArray(attrs['normal'])

    glBindBuffer(GL_ARRAY_BUFFER,0)
    glBindVertexArray(0)

    identity = [
        1, 0, 0, 0,
        0, 1, 0, 0,
        0, 0, 1, 0,
        0, 0, 0, 1,
    ]
    # glUniformMatrix4fv(uniforms['model'],1,GL_FALSE,(ctypes.c_float*16)(*identity))
    # glUniformMatrix4fv(uniforms['view'],1,GL_FALSE,(ctypes.c_float*16)(*identity))

    glutMainLoop()
    return

def display():
    glUseProgram(program)
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
    glViewport(0,0,600,400)

    print(vao)
    glBindVertexArray(vao)
    glDrawArrays(GL_TRIANGLES,0,3)
    glBindVertexArray(0)

    glutSwapBuffers()
    return

def callback(*args):
    print(*args)

if __name__ == '__main__': main()

Advertisement

Answer

If a named array buffer object is bound then the last parameter (6th parameter) of glVertexAttribPointer is treated as a byte offset into the buffer object’s data store. The data type of the parameter has to be ctypes.c_void_p.

This means you have to use a ctypes.cast:

e.g.

glVertexAttribPointer(attrs['pos'], 4, GL_FLOAT, GL_FALSE, 0,
    ctypes.cast(0, ctypes.c_void_p))

or None:

glVertexAttribPointer(attrs['pos'], 4, GL_FLOAT, GL_FALSE, 0, None)

Further note, if you do matrix transformation in the GLSL code, then the vector has to be multiplied to the matrix from the right.
See GLSL Programming/Vector and Matrix Operations

e.g.

gl_Position = u_view * u_model * a_pos;
User contributions licensed under: CC BY-SA
3 People found this is helpful
Advertisement