glDrawElements to draw a cube in PyOpenGL
I recently started to learn OpenGL through Python thanks to several tutorial (especially the Nicolas P. Rougier one: http://www.labri.fr/perso/nrougier/teaching/opengl/).
I am now switching to 3D and I am trying to draw a cube.
Thus, I manage to get some triangles which do not render a cube (this seems to be normal as I do not duplicate my vertices and I use the glDrawArrays function).
However, after, I build an index "vector" to further use the glDrawElements function to render my cube. As a result, I do not get any error but nothing appears on screen.
I hope you could be of some help!
Here is my code:
#! /usr/bin/env python
# -*- coding: utf-8 -*-
import sys
import ctypes
import numpy as np
import OpenGL.GL as gl
import OpenGL.GLUT as glut
vertex_code = """
uniform float scale;
uniform mat4 matCam;
attribute vec4 color;
attribute vec3 position;
varying vec4 v_color;
void main()
{
gl_Position = matCam*vec4(scale*position, 1.0);
v_color = color;
} """
fragment_code = """
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
} """
def display():
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
#gl.glDrawArrays(gl.GL_TRIANGLES, 0, 12)
gl.glDrawElements(gl.GL_TRIANGLES, len(index), gl.GL_UNSIGNED_INT, index) # render nothing (i.e. only the background color)
glut.glutSwapBuffers()
def reshape(width,height):
gl.glViewport(0, 0, width, height)
def keyboard( key, x, y ):
if key == ' 33':
sys.exit( )
def timer(fps):
global clock
clock += 0.0005*1000.0/fps
print(clock)
# eye = np.array([0,0,1])
# center = np.array([0,clock,0])
# up = np.array([0,1,0])
# mat = computeLookAtMatrix(eye, center, up)
theta = clock;
mat = np.array([[np.cos(theta), 0, np.sin(theta), 0],
[0, 1, 0, 0],
[-np.sin(theta), 0, np.cos(theta), 0],
[0, 0, 0, 1]])
loc = gl.glGetUniformLocation(program, "matCam")
gl.glUniformMatrix4fv(loc, 1, False, mat)
glut.glutTimerFunc(1000/fps, timer, fps)
glut.glutPostRedisplay()
# GLUT init
# --------------------------------------
glut.glutInit()
glut.glutInitDisplayMode(glut.GLUT_DOUBLE | glut.GLUT_RGBA)
glut.glutCreateWindow('Hello world!')
glut.glutReshapeWindow(512,512)
glut.glutReshapeFunc(reshape)
glut.glutDisplayFunc(display)
glut.glutKeyboardFunc(keyboard)
glut.glutTimerFunc(1000/60, timer, 60)
# Build data
# --------------------------------------
data = np.zeros(8, [("position", np.float32, 3),
("color", np.float32, 4)])
data['color'] = [ (1,0,0,1), (0,1,0,1), (0,0,1,1), (1,1,0,1),
(1,0,0,1), (0,1,0,1), (0,0,1,1), (1,1,0,1) ]
data['position'] = [ (-1,-1,1),
(1,-1,1),
(1,1,1),
(-1,1,1),
(-1,-1,-1),
(1,-1,-1),
(1,1,-1),
(-1,1,-1)]
index = np.array([0,1,2,
2,3,0,
1,5,6,
6,2,1,
7,6,5,
5,4,7,
4,0,3,
3,7,4,
4,5,1,
1,0,4,
3,2,6,
6,7,3])
# Build & activate program
# --------------------------------------
# Request a program and shader slots from GPU
program = gl.glCreateProgram()
vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
# Set shaders source
gl.glShaderSource(vertex, vertex_code)
gl.glShaderSource(fragment, fragment_code)
# Compile shaders
gl.glCompileShader(vertex)
gl.glCompileShader(fragment)
# Attach shader objects to the program
gl.glAttachShader(program, vertex)
gl.glAttachShader(program, fragment)
# Build program
gl.glLinkProgram(program)
# Get rid of shaders (no more needed)
gl.glDetachShader(program, vertex)
gl.glDetachShader(program, fragment)
# Make program the default program
gl.glUseProgram(program)
# Build buffer
# --------------------------------------
# Request a buffer slot from GPU
buffer = gl.glGenBuffers(1)
# Make this buffer the default one
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer)
# Upload data
gl.glBufferData(gl.GL_ARRAY_BUFFER, data.nbytes, data, gl.GL_DYNAMIC_DRAW)
# same for index buffer
buffer_index= gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, buffer_index)
gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, index.nbytes, index, gl.GL_STATIC_DRAW)
# Bind attributes
# --------------------------------------
stride = data.strides[0]
offset = ctypes.c_void_p(0)
loc = gl.glGetAttribLocation(program, "position")
gl.glEnableVertexAttribArray(loc)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer)
gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)
offset = ctypes.c_void_p(data.dtype["position"].itemsize)
loc = gl.glGetAttribLocation(program, "color")
gl.glEnableVertexAttribArray(loc)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer)
gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, buffer_index)
# Bind uniforms
# --------------------------------------
loc = gl.glGetUniformLocation(program, "scale")
gl.glUniform1f(loc, 0.5)
clock = 0
loc = gl.glGetUniformLocation(program, "matCam")
print(loc)
gl.glUniformMatrix4fv(loc, 1, False, np.eye(4))
# Enter mainloop
# --------------------------------------
glut.glutMainLoop()
gl.glDrawElements(gl.GL_TRIANGLES, len(index), gl.GL_UNSIGNED_INT, index)
The index argument has two different meanings depending on whether an ELEMENT_ARRAY_BUFFER
is bound or not:
ELEMENT_ARRAY_BUFFER
is bound, then the index parameter specifies an offset into this buffer. This defines where in the buffer the indices start. In your case, a buffer is bound, so you tell OpenGL to start somewhere in the buffer. But what you want is to start at the beginning of the buffer, thus you have to set index to 0.
gl.glDrawElements(gl.GL_TRIANGLES, len(index), gl.GL_UNSIGNED_INT, ctypes.c_void_p(0))
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