使用PyOpenGL绘图出现问题

17

我想使用Qt和PyOpenGL进行实时绘图并学习一些OpenGL知识,但是我甚至无法让我的初始测试数据显示出来。

想法是将x坐标和y坐标存储在不同的缓冲区中,因为x坐标很少改变,而y坐标几乎每次渲染都会改变。不幸的是,将它们放在不同的缓冲区中会导致问题。

目前我没有错误信息,也没有显示任何内容,所以我不知道该怎么办。

这是我绘图类目前的代码:

class GLWidget(QtOpenGL.QGLWidget):
    def __init__(self, parent=None):
        self.parent = parent
        QtOpenGL.QGLWidget.__init__(self, parent)
        self.current_position = 0

    def initializeGL(self):
        self.initGeometry()

        self.vertex_code = """
            #version 120
            attribute vec4 color;
            attribute float x_position;
            attribute float y_position;
            varying vec4 v_color;
            void main()
            {
                gl_Position = vec4(x_position, y_position, 0.0, 1.0);
                v_color = color;
            } """

        self.fragment_code = """
            #version 120
            varying vec4 v_color;
            void main()
            {
                //gl_FragColor = v_color;
                gl_FragColor = vec4(1,1,1,1);
            } """

        ## Build and activate program
        # Request program and shader slots from GPU
        self.program = GL.glCreateProgram()
        self.vertex = GL.glCreateShader(GL.GL_VERTEX_SHADER)
        self.fragment = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)

        # Set shaders source
        GL.glShaderSource(self.vertex, self.vertex_code)
        GL.glShaderSource(self.fragment, self.fragment_code)

        # Compile shaders
        GL.glCompileShader(self.vertex)
        GL.glCompileShader(self.fragment)

        # Attach shader objects to the program
        GL.glAttachShader(self.program, self.vertex)
        GL.glAttachShader(self.program, self.fragment)

        # Build program
        GL.glLinkProgram(self.program)

        # Get rid of shaders (not needed anymore)
        GL.glDetachShader(self.program, self.vertex)
        GL.glDetachShader(self.program, self.fragment)

        # Make program the default program
        GL.glUseProgram(self.program)

        # Create array object
        self.vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vao)

        # Request buffer slot from GPU
        self.x_data_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.x), self.x, GL.GL_DYNAMIC_DRAW)

        self.y_data_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.y), self.y, GL.GL_DYNAMIC_DRAW)




        ## Bind attributes
        #self.stride = self.x.strides[0]
        #self.offset = ctypes.c_void_p(0)
        self.loc = GL.glGetAttribLocation(self.program, "x_position".encode('utf-8'))
        GL.glEnableVertexAttribArray(self.loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
        GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)

        #self.stride = self.y.strides[0]
        #self.offset = ctypes.c_void_p(0)
        self.loc = GL.glGetAttribLocation(self.program, "y_position".encode('utf-8'))
        GL.glEnableVertexAttribArray(self.loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
        GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)


    def resizeGL(self, width, height):
        if height == 0: height = 1

        GL.glViewport(0, 0, width, height)
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glLoadIdentity()
        aspect = width / float(height)

        GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
        GL.glMatrixMode(GL.GL_MODELVIEW)

    def paintGL(self):
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        GL.glDrawArrays(GL.GL_LINE_STRIP, 0, self.bins)


    def initGeometry(self):
        self.bins = 1000

        self.x = np.linspace(-0.5,0.5,self.bins)
        self.y = np.array([np.sin(val*2*np.pi) for val in self.x])
        self.color = np.array([(1,1,1,1) for x in np.arange(self.bins)])


    def addPoint(self, point):
        #print('ADD POINT')
        self.y[self.current_position] = point
        if self.current_position < self.bins-1:
            self.current_position += 1
        else:
            self.current_position = 0

        return True

    def render(self):
        #print('RENDER')
        self.updateGL()
        return True

我也在这里放了一个完整可运行版本的程序:

import sys
from PyQt5.QtWidgets import QDesktopWidget, QMainWindow, QWidget, QAction, qApp, QApplication, QHBoxLayout, QVBoxLayout, QPushButton
from PyQt5.QtCore import QTimer
from PyQt5.QtGui import QIcon
from PyQt5 import QtOpenGL

from OpenGL import GL
from OpenGL import GLU
from OpenGL.arrays.arraydatatype import ArrayDatatype

import ctypes
import numpy as np
from threading import Timer, Thread, Event

class OxySensor(QMainWindow):
    def __init__(self):
        super().__init__()
        self.initUI()
        self.initActions()
        self.initMenuBar()
        self.initRenderTimer()
        self.start()

    def initUI(self):
        self.resize(800,600)
        self.center()
        self.setWindowTitle('OxySensor')

        okButton = QPushButton("OK")
        cancelButton = QPushButton("Cancel")


        hbox = QHBoxLayout()
        hbox.addStretch(1)
        hbox.addWidget(okButton)
        hbox.addWidget(cancelButton)

        vbox = QVBoxLayout()
        #vbox.addStretch(1)
        self.gl_widget = GLWidget()
        vbox.addWidget(self.gl_widget)
        vbox.addLayout(hbox)

        mainWidget = QWidget(self)
        mainWidget.setLayout(vbox)

        self.setCentralWidget(mainWidget)


        self.show()

    def initActions(self):
        self.exitAction = QAction(QIcon('images/close20.png'), '&Exit', self)
        self.exitAction.setShortcut('Ctrl+W')
        self.exitAction.setStatusTip('Exit application')
        self.exitAction.triggered.connect(self.onExit)

    def initMenuBar(self):
        menubar = self.menuBar()
        fileMenu = menubar.addMenu('&File')
        fileMenu.addAction(self.exitAction)
        return True

    def initRenderTimer(self):
        self.timer = QTimer()
        self.timer.timeout.connect(self.gl_widget.render)
        self.timer.start(100)
        return True

    def start(self):
        self.stop_flag = Event()
        self.thread = SerialPort(self.onTimerExpired, self.stop_flag)
        self.thread.start()
        self.statusBar().showMessage('Ready')

    def center(self):
        qr = self.frameGeometry()
        cp = QDesktopWidget().availableGeometry().center()
        qr.moveCenter(cp)
        self.move(qr.topLeft())
        return True

    def onTimerExpired(self):
        data = np.random.uniform(-1,1)
        self.gl_widget.addPoint(data)
        return True

    def onExit(self):
        self.close()
        return None

    def closeEvent(self,event):
        self.stop_flag.set()
        event.accept()
        return None

class GLWidget(QtOpenGL.QGLWidget):
    def __init__(self, parent=None):
        self.parent = parent
        QtOpenGL.QGLWidget.__init__(self, parent)
        self.yRotDeg = 0.0
        self.current_position = 0

    def initializeGL(self):
        self.initGeometry()

        self.vertex_code = """
            #version 120
            attribute vec4 color;
            attribute float x_position;
            attribute float y_position;
            varying vec4 v_color;
            void main()
            {
                gl_Position = vec4(x_position, y_position, 0.0, 1.0);
                v_color = color;
            } """

        self.fragment_code = """
            #version 120
            varying vec4 v_color;
            void main()
            {
                //gl_FragColor = v_color;
                gl_FragColor = vec4(1,1,1,1);
            } """

        ## Build and activate program
        # Request program and shader slots from GPU
        self.program = GL.glCreateProgram()
        self.vertex = GL.glCreateShader(GL.GL_VERTEX_SHADER)
        self.fragment = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)

        # Set shaders source
        GL.glShaderSource(self.vertex, self.vertex_code)
        GL.glShaderSource(self.fragment, self.fragment_code)

        # Compile shaders
        GL.glCompileShader(self.vertex)
        GL.glCompileShader(self.fragment)

        # Attach shader objects to the program
        GL.glAttachShader(self.program, self.vertex)
        GL.glAttachShader(self.program, self.fragment)

        # Build program
        GL.glLinkProgram(self.program)

        # Get rid of shaders (not needed anymore)
        GL.glDetachShader(self.program, self.vertex)
        GL.glDetachShader(self.program, self.fragment)

        # Make program the default program
        GL.glUseProgram(self.program)

        # Create array object
        self.vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vao)

        # Request buffer slot from GPU
        self.x_data_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.x), self.x, GL.GL_DYNAMIC_DRAW)

        self.y_data_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.y), self.y, GL.GL_DYNAMIC_DRAW)




        ## Bind attributes
        #self.stride = self.x.strides[0]
        #self.offset = ctypes.c_void_p(0)
        self.loc = GL.glGetAttribLocation(self.program, "x_position".encode('utf-8'))
        GL.glEnableVertexAttribArray(self.loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
        GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)

        #self.stride = self.y.strides[0]
        #self.offset = ctypes.c_void_p(0)
        self.loc = GL.glGetAttribLocation(self.program, "y_position".encode('utf-8'))
        GL.glEnableVertexAttribArray(self.loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
        GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)


    def resizeGL(self, width, height):
        if height == 0: height = 1

        GL.glViewport(0, 0, width, height)
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glLoadIdentity()
        aspect = width / float(height)

        GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
        GL.glMatrixMode(GL.GL_MODELVIEW)

    def paintGL(self):
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        GL.glDrawArrays(GL.GL_LINE_STRIP, 0, self.bins)


    def initGeometry(self):
        self.bins = 1000

        self.x = np.linspace(-0.5,0.5,self.bins)
        self.y = np.array([np.sin(val*2*np.pi) for val in self.x])
        self.color = np.array([(1,1,1,1) for x in np.arange(self.bins)])


    def addPoint(self, point):
        #print('ADD POINT')
        self.y[self.current_position] = point
        if self.current_position < self.bins-1:
            self.current_position += 1
        else:
            self.current_position = 0

        return True

    def render(self):
        #print('RENDER')
        self.updateGL()
        return True

class SerialPort(Thread):
    def __init__(self, callback, event):
        Thread.__init__(self)
        self.callback = callback
        self.stopped = event
        return None

    def SetInterval(self, time_in_seconds):
        self.delay_period = time_in_seconds
        return True

    def run(self):
        while not self.stopped.wait(0.1):
            self.callback()
        return True

if __name__ == '__main__':
    app = QApplication(sys.argv)
    oxy_sensor = OxySensor()
    sys.exit(app.exec_())

updateGL() 方法在哪里?到目前为止发布的代码实际上从未在最初创建 VBO 后更新其内容。 - derhass
updateGL()render() 方法中。 - user2027202827
是的,它可能应该这样做。你的GL代码到目前为止看起来很好。有一些事情需要注意:你似乎正在使用传统的GL上下文(GLSL 1.20,使用虚假的gluPerspective),可能会遇到奇怪的情况:在这样的上下文中,只有当属性0的属性数组实际启用时,绘图才能正常工作。现在你有一个当前未使用的color属性,它可能已经被分配给属性0...我建议使用现代GL >=3.2核心配置文件上下文。如果不可能,我建议使用glBindAttribLocation()显式分配位置并使用位置0。 - derhass
很遗憾,我的电脑只支持OpenGL 2。你是正确的,x_position和y_position分别得到了1和2的ID。我尝试按照你建议的将它们显式绑定到0和1,但仍然得到一个空白屏幕。我还删除了对gluPerspective的调用,因为那实际上是从我作为起点的旋转立方体示例中留下来的(该示例将所有顶点放在一个缓冲区中)。 - user2027202827
让我们在聊天中继续这个讨论 - derhass
显示剩余2条评论
2个回答

3
问题很可能是调用“OpenGL.GL”函数时出现的。
GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)

请注意,最后一个值为0(不幸的是,在C++ API中它不会被翻译为(void *)0,而是一些高地址)。您很可能是指“偏移量为0”,而不是“0对象的地址”。即使用None代替(它确实被翻译为(void *)0):
GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, None)

是的,这有点违反直觉。我花了半天时间才弄明白这是导致我的代码输出黑色的原因。

还要注意,如果你使用的是Qt提供的函数(通过gl = self.context().versionFunctions()获取),它们提供了稍微不同的API,此时当你想表达“偏移量为0”时,实际上应该传递0作为参数。


嘿,我有一段时间没有上这个网站了,但是我想感谢你在GL.glVertexAttribPointer()中捕获传递None的卓越方法 :) 谢谢你的分享。 - user2027202827

-2

1
欢迎提供潜在解决方案的链接,但请在链接周围添加一些上下文,以便其他用户了解它是什么以及为什么存在。引用重要链接的最相关部分,以防目标站点无法访问或永久离线。 - Tom Sabel
特别是链接现在已经失效了! - uhoh

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