Python 使用PyOpenGL和PyQt5转换对象时出错
我正在尝试使用矢量着色器变换对象。但glUniformMatrixfv在执行时会引发错误Python 使用PyOpenGL和PyQt5转换对象时出错,python,python-3.x,opengl,pyqt5,pyopengl,Python,Python 3.x,Opengl,Pyqt5,Pyopengl,我正在尝试使用矢量着色器变换对象。但glUniformMatrixfv在执行时会引发错误 vertex_shader = shaders.compileShader( """ #version 330 layout (location = 0) in vec3 pos; layout (location = 1) in vec3 color;
vertex_shader = shaders.compileShader(
"""
#version 330
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 color;
uniform mat4 movement;
out vec4 f_color;
void main()
{
gl_Position = movement * vec4(pos, 1.0);
f_color = vec4(color, 1.0);
}
"""
, GL_VERTEX_SHADER)
fragment_shader = shaders.compileShader(
"""
#version 330
in vec4 f_color;
out vec4 gl_FragColor;
void main()
{
gl_FragColor = f_color;
}
"""
, GL_FRAGMENT_SHADER
)
使用这些着色器的程序代码为:
def draw_object(self):
self.vao = glGenVertexArrays(1)
glBindVertexArray(self.vao)
self.vbo_buffer = np.array([
-0.4, 0.2, 0.0, 0.0, 1.0, 0.0,
-0.8, -0.2, 0.0, 1.0, 1.0, 0.0,
0.0, -0.2, 0.0, 0.0, 1.0, 1.0,
0.2, -0.4, 0.0, 1.0, 0.0, 0.0,
0.8, -0.4, 0.0, 0.0, 0.0, 1.0,
0.8, 0.4, 0.0, 0.0, 1.0, 1.0,
0.2, -0.4, 0.0, 1.0, 0.0, 0.0,
0.8, 0.4, 0.0, 0.0, 0.0, 1.0,
0.2, 0.4, 0.0, 0.0, 1.0, 0.0
], dtype=np.float32)
self.vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
glBufferData(GL_ARRAY_BUFFER, self.vbo_buffer.nbytes, self.vbo_buffer, GL_DYNAMIC_DRAW)
self.vertex_position = glGetAttribLocation(self.shader, bytestr('pos'))
glVertexAttribPointer(self.vertex_position, 3, GL_FLOAT, GL_FALSE, 24, None)
glEnableVertexAttribArray(self.vertex_position)
self.vertex_color = glGetAttribLocation(self.shader, bytestr('color'))
glVertexAttribPointer(self.vertex_color, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
glEnableVertexAttribArray(self.vertex_color)
self.movement = glGetUniformLocation(self.shader, 'movement')
glUniformMatrix4fv(self.movement, 1, GL_FALSE, glm.value_ptr(self.svp_matrix))
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
def calculate_mvp(self):
self.projection_matrix = glm.perspective(glm.radians(self.fieldOfView), self.glWinWidth / self.glWinHeight,
self.nearPlane, self.farPlane)
self.view_matrix = glm.rotate(glm.mat4(1.0), float(self.xRot), glm.vec3(1.0, 0.0, 0.0)) * \
glm.rotate(glm.mat4(1.0), float(self.yRot), glm.vec3(0.0, 1.0, 0.0)) * \
glm.rotate(glm.mat4(1.0), float(self.zRot), glm.vec3(0.0, 0.0, 1.0)) * \
glm.translate(glm.mat4(1.0), glm.vec3(self.xTranslate, self.yTranslate, self.zTranslate))
self.scale_matrix = glm.scale(glm.mat4(1.0), glm.vec3(self.scale_factor))
self.svp_matrix = self.projection_matrix * self.view_matrix * self.scale_matrix
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUseProgram(self.shader)
try:
glBindVertexArray(self.vao)
glDrawArrays(GL_TRIANGLES, 0, 9)
finally:
glBindVertexArray(0)
glUseProgram(0)
glFlush()
我得到的错误是:
文件“C:\Program Files\Python37\lib\site packages\OpenGL\platform\baseplatform.py”,第415行,在
__召唤__
返回self(*args,**已命名)
OpenGL\u accelerate.errorchecker.\u errorchecker.glCheckError中第58行的文件“src\errorchecker.pyx”
OpenGL.error.GLError:GLError(
err=1282,
description=b“无效操作”,
基本操作=glUniformMatrix4fv,
pyArgs=(
0,
1.
GL_FALSE,
,
),
汽车=(
0,
1.
GL_FALSE,
,
),
cArguments=(
0,
1.
GL_FALSE,
,
)
)
如果你知道如何解决这个问题,请在下面分享。谢谢在当前安装的默认统一块程序中设置统一变量的值。这意味着在设置变量之前,必须先安装程序。如果没有当前程序对象,则生成
GL\u INVALID\u操作
错误
在glUniformMatrix4fv之前安装程序:
self.movement=glGetUniformLocation(self.shader,“movement”)
glUseProgram(self.shader)
glUniformMatrix4fv(自移动,1,GL_假,glm.value_ptr(自svp_矩阵))
err = 1282,
description = b'invalid operation',
baseOperation = glUniformMatrix4fv,
pyArgs = (
0,
1,
GL_FALSE,
<OpenGL.GLU.tess.LP_c_float object at 0x0000013A37B1B4C8>,
),
cArgs = (
0,
1,
GL_FALSE,
<OpenGL.GLU.tess.LP_c_float object at 0x0000013A37B1B4C8>,
),
cArguments = (
0,
1,
GL_FALSE,
<OpenGL.GLU.tess.LP_c_float object at 0x0000013A37B1B4C8>,
)