我正在考虑从 PyOpenGL 转向 ModernGL,而且我现在正在努力实现任何事情。
首先,我想尝试经典的“使用时间统一和正弦函数改变形状的三角形”,但我对如何写入统一感到困惑。
文档是这样说的:
A uniform is a global GLSL variable declared with the “uniform” storage qualifier. These act as parameters that the user of a shader program can pass to that program.
In ModernGL, Uniforms can be accessed using
Program.__getitem__()
orProgram.__iter__()
.# Set a vec4 uniform uniform['color'] = 1.0, 1.0, 1.0, 1.0 # Optionally we can store references to a member and set the value directly uniform = program['color'] uniform.value = 1.0, 0.0, 0.0, 0.0 uniform = program['cameraMatrix'] uniform.write(camera_matrix)
这是我的代码:
import moderngl as mgl
import glfw
import numpy as np
import time
from math import sin
glfw.init()
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
window = glfw.create_window(800, 600, "__DELETEME__", None, None)
glfw.make_context_current(window)
context = mgl.create_context()
vertex_source = """
#version 330 core
in vec2 aPos;
uniform float time;
void main() {
gl_Position = vec4(aPos.x, aPos.y + sin(time), 0.0, 1.0);
}
"""
fragment_source = """
#version 330 core
out vec4 color;
void main(){
color = vec4(0.0, 0.0, 1.0, 1.0);
}
"""
program = context.program(vertex_shader=vertex_source, fragment_shader=fragment_source)
data = np.array([
0.5, 0,
-0.5, 0,
0, 0.5], dtype = "float32")
vbo = context.buffer(data.tobytes())
vao = context.vertex_array(program, vbo, "aPos")
uniform = program["time"]
uniform.value = 1.0
while not glfw.window_should_close(window):
now = time.time()
vao.render()
elapsed = time.time() - now
glfw.poll_events()
glfw.swap_buffers(window)
glfw.terminate()
现在它什么都不画了。我究竟做错了什么?谢谢!
最佳答案
耗时是开始时间和当前时间之间的差值。获取应用程序循环之前的开始时间,并计算每一帧循环中耗时:
start_time = time.time()
while not glfw.window_should_close(window):
elapsed = time.time() - start_time
# [...]
uniform "time"
的值必须在循环中不断更新:
while not glfw.window_should_close(window):
# [...]
uniform.value = elapsed
您必须在应用程序循环中清除每一帧中的显示(参见 ModernGL Context):
while not glfw.window_should_close(window):
# [...]
context.clear(0.0, 0.0, 0.0)
vao.render()
完整示例:
import moderngl as mgl
import glfw
import numpy as np
import time
from math import sin
glfw.init()
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
window = glfw.create_window(800, 600, "__DELETEME__", None, None)
glfw.make_context_current(window)
context = mgl.create_context()
vertex_source = """
#version 330 core
in vec2 aPos;
uniform float time;
void main() {
gl_Position = vec4(aPos.x, aPos.y + sin(time), 0.0, 1.0);
}
"""
fragment_source = """
#version 330 core
out vec4 color;
void main(){
color = vec4(0.0, 0.0, 1.0, 1.0);
}
"""
program = context.program(vertex_shader=vertex_source, fragment_shader=fragment_source)
data = np.array([
0.5, 0,
-0.5, 0,
0, 0.5], dtype = "float32")
vbo = context.buffer(data.tobytes())
vao = context.vertex_array(program, vbo, "aPos")
uniform = program["time"]
uniform.value = 1.0
start_time = time.time()
while not glfw.window_should_close(window):
elapsed = time.time() - start_time
uniform.value = elapsed
context.clear(0.0, 0.0, 0.0)
vao.render()
glfw.poll_events()
glfw.swap_buffers(window)
glfw.terminate()
关于python - ModernGL 设置统一,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63658326/