How To Draw With Vertex Array Objects And GlDrawElements In PyOpenGL
I have the following code which should simply draw a green triangle to the screen. It is using Vertex Array Objects and index buffers to draw and has the simplest shader I could ma
Solution 1:
Thanks @NicolBolas. He motivated me to actually take this code and make it work. Instead of theoritizing:)
I have removed vertexArrayObject(it's redundand as we already have VBOs for vertices and indices).
So you just bind index and vertex buffers(along with attributes) prior to glDraw* call.
And of course very important to pass None
(null pointer) to glDrawElements
indices instead of 0
!
from OpenGL.GL import shaders
from OpenGL.arrays import vbo
from OpenGL.GL import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, \
glBindVertexArray
import pygame
import numpy as np
def run():
pygame.init()
screen = pygame.display.set_mode((800,600), pygame.OPENGL|pygame.DOUBLEBUF)
#Create the VBO
vertices = np.array([[0,1,0],[-1,-1,0],[1,-1,0]], dtype='f')
vertexPositions = vbo.VBO(vertices)
#Create the index buffer object
indices = np.array([[0,1,2]], dtype=np.int32)
indexPositions = vbo.VBO(indices, target=GL_ELEMENT_ARRAY_BUFFER)
#Now create the shaders
VERTEX_SHADER = shaders.compileShader("""
#version 330
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
""", GL_VERTEX_SHADER)
FRAGMENT_SHADER = shaders.compileShader("""
#version 330
out vec4 outputColor;
void main()
{
outputColor = vec4(0.0f, 1.0f, 0.0f, 1.0f);
}
""", GL_FRAGMENT_SHADER)
shader = shaders.compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
#The draw loop
while True:
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glUseProgram(shader)
indexPositions.bind()
vertexPositions.bind()
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, None)
#glDrawArrays(GL_TRIANGLES, 0, 3) #This line still works
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, None) #This line does work too!
# Show the screen
pygame.display.flip()
run()
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