Base on this tutorial
基于这个教程
http://www.arcsynthesis.org/gltut/Basics/Tut02%20Vertex%20Attributes.html
Required packages:
pyopengl with freeglut.
To make freeglut works you need to download a pre-compiled binary from
http://www.transmissionzero.co.uk/software/freeglut-devel/ or compile it from source
http://freeglut.sourceforge.net/.
Copy the freeglut.dll or freeglut64.dll to site-packages/OpenGL/DLLS/
你需要去下载编译好的freeglut,下载地址
http://www.transmissionzero.co.uk/software/freeglut-devel/,把freeglut.dll 或 freeglut64.dll放到site-packages/OpenGL/DLLS/里
# --------------------------------------------------------------------------------
# Copyright (c) 2013 Mack Stone. All rights reserved.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# --------------------------------------------------------------------------------
"""
Modern OpenGL with python.
render a color triangle with pyopengl using freeglut.
@author: Mack Stone
"""
import ctypes
import numpy
from OpenGL.GL import *
from OpenGL.GL import shaders
from OpenGL.GLUT import *
VERTEX_SHADER = """
#version 330
layout (location=0) in vec4 position;
layout (location=1) in vec4 color;
smooth out vec4 theColor;
void main()
{
gl_Position = position;
theColor = color;
}
"""
FRAGMENT_SHADER = """
#version 330
smooth in vec4 theColor;
out vec4 outputColor;
void main()
{
outputColor = theColor;
}
"""
shaderProgram = None
VAO = None
def initialize():
global VERTEX_SHADER
global FRAGMENT_SHADER
global shaderProgram
global VAO
# compile shaders and program
vertexShader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER)
fragmentShader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
shaderProgram = shaders.compileProgram(vertexShader, fragmentShader)
# triangle position and color
vertexData = numpy.array([0.0, 0.5, 0.0, 1.0,
0.5, -0.366, 0.0, 1.0,
-0.5, -0.366, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0, ],
dtype=numpy.float32)
# create VAO
VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)
# create VBO
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertexData.nbytes, vertexData, GL_STATIC_DRAW)
# enable array and set up data
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
# the last parameter is a pointer
# python donot have pointer, have to using ctypes
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(48))
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
def render():
global shaderProgram
global VAO
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# active shader program
glUseProgram(shaderProgram)
glBindVertexArray(VAO)
# draw triangle
glDrawArrays(GL_TRIANGLES, 0, 3)
glBindVertexArray(0)
glUseProgram(0)
glutSwapBuffers()
def main():
# init freeglut
glutInit([])
# make a window
glutInitContextVersion(3, 3)
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE)
glutInitContextProfile(GLUT_CORE_PROFILE)
glutInitWindowSize(640, 480)
glutCreateWindow("pyopengl with glut")
initialize()
glutDisplayFunc(render)
glutMainLoop()
if __name__ == '__main__':
main()
pyopengl with glfw.
Get pyglfw from
https://github.com/nightcracker/pyglfw
There was a glfw.dll included in pyglfw. I think it was a 32bit version. You can replace it to the 64bit version for using python 64bit. The pyglfw only support GLFW 2.x.x version. You can download it from
http://sourceforge.net/projects/glfw/. I think it had a small bug that it only works with python2.7. It's easy to fix if you want to using python2.6.
安装pyglfw,下载地址
https://github.com/nightcracker/pyglfw。
它已经附带了一个glfw.dll,但这版本可能不是你想要或能用的,你可以直接替换成你需要的版本,但pyglfw只支持GLFW 2.x.x的版本,下载地址
http://sourceforge.net/projects/glfw/。它有个小bug,使得它只支持python2.7,这个bug不难修复。
# --------------------------------------------------------------------------------
# Copyright (c) 2013 Mack Stone. All rights reserved.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# --------------------------------------------------------------------------------
"""
Modern OpenGL with python.
render a color triangle with pyopengl using glfw.
@author: Mack Stone
"""
import ctypes
import numpy
from OpenGL.GL import *
from OpenGL.GL import shaders
import glfw
VERTEX_SHADER = """
#version 330
layout (location=0) in vec4 position;
layout (location=1) in vec4 color;
smooth out vec4 theColor;
void main()
{
gl_Position = position;
theColor = color;
}
"""
FRAGMENT_SHADER = """
#version 330
smooth in vec4 theColor;
out vec4 outputColor;
void main()
{
outputColor = theColor;
}
"""
shaderProgram = None
VAO = None
def initialize():
global VERTEX_SHADER
global FRAGMENT_SHADER
global shaderProgram
global VAO
# compile shaders and program
vertexShader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER)
fragmentShader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
shaderProgram = shaders.compileProgram(vertexShader, fragmentShader)
# triangle position and color
vertexData = numpy.array([0.0, 0.5, 0.0, 1.0,
0.5, -0.366, 0.0, 1.0,
-0.5, -0.366, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0, ],
dtype=numpy.float32)
# create VAO
VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)
# create VBO
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertexData.nbytes, vertexData, GL_STATIC_DRAW)
# enable array and set up data
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
# the last parameter is a pointer
# python donot have pointer, have to using ctypes
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(48))
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
def render():
global shaderProgram
global VAO
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# active shader program
glUseProgram(shaderProgram)
glBindVertexArray(VAO)
# draw triangle
glDrawArrays(GL_TRIANGLES, 0, 3)
glBindVertexArray(0)
glUseProgram(0)
glfw.SwapBuffers()
def main():
# init glfw
glfw.Init()
# make a window
glfw.OpenWindowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.OpenWindowHint(glfw.OPENGL_VERSION_MAJOR, 3)
glfw.OpenWindowHint(glfw.OPENGL_VERSION_MINOR, 3)
glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.WINDOW)
initialize()
while glfw.GetWindowParam(glfw.OPENED):
render()
glfw.Terminate()
if __name__ == '__main__':
main()
pyopengl with PySide/PyQt.
Install PySide/PyQt4. I only tested with PySide. It should works fine with PyQt4.
安装PySide或PyQt4。我只测试了PySide。
# --------------------------------------------------------------------------------
# Copyright (c) 2013 Mack Stone. All rights reserved.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# --------------------------------------------------------------------------------
"""
Modern OpenGL with python.
render a color triangle with pyopengl using PySide/PyQt4.
@author: Mack Stone
"""
import ctypes
import numpy
from OpenGL.GL import *
from OpenGL.GL import shaders
from PySide import QtGui, QtOpenGL
#from PyQt4 import QtGui, QtOpenGL
VERTEX_SHADER = """
#version 330
layout (location=0) in vec4 position;
layout (location=1) in vec4 color;
smooth out vec4 theColor;
void main()
{
gl_Position = position;
theColor = color;
}
"""
FRAGMENT_SHADER = """
#version 330
smooth in vec4 theColor;
out vec4 outputColor;
void main()
{
outputColor = theColor;
}
"""
class MyWidget(QtOpenGL.QGLWidget):
def initializeGL(self):
glViewport(0, 0, self.width(), self.height())
# compile shaders and program
vertexShader = shaders.compileShader(VERTEX_SHADER, GL_VERTEX_SHADER)
fragmentShader = shaders.compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
self.shaderProgram = shaders.compileProgram(vertexShader, fragmentShader)
# triangle position and color
vertexData = numpy.array([0.0, 0.5, 0.0, 1.0,
0.5, -0.366, 0.0, 1.0,
-0.5, -0.366, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0, ],
dtype=numpy.float32)
# create VAO
self.VAO = glGenVertexArrays(1)
glBindVertexArray(self.VAO)
# create VBO
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertexData.nbytes, vertexData, GL_STATIC_DRAW)
# enable array and set up data
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, None)
# the last parameter is a pointer
# python donot have pointer, have to using ctypes
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(48))
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
def paintGL(self):
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# active shader program
glUseProgram(self.shaderProgram)
glBindVertexArray(self.VAO)
# draw triangle
glDrawArrays(GL_TRIANGLES, 0, 3)
glBindVertexArray(0)
glUseProgram(0)
def main():
import sys
app = QtGui.QApplication(sys.argv)
glformat = QtOpenGL.QGLFormat()
glformat.setVersion(3, 3)
glformat.setProfile(QtOpenGL.QGLFormat.CoreProfile)
w = MyWidget(glformat)
w.resize(640, 480)
w.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()