问题描述
我刚刚使用VBO和VAO将旧的glBegin和glEnd代码转换为一个。作为框架,我正在使用Pyqt。我确实设法加载了3D对象并将其显示在屏幕上,但是我无法缩放它。我在paintGL方法中尝试了glLoadIdentity,但没有任何改变。我该如何缩放? 这是我的代码:
vertex_code = '''
attribute vec2 position;
void main()
{
gl_Position = vec4(position,0.0,1.0);
gl_Position.y -= 0.5;
}
'''
fragment_code = '''
void main()
{
gl_FragColor = vec4(0.0,1.0,0.3);
}
'''
class ObjRender(qopenglwidget):
def __init__(self,parent):
QGLWidget.__init__(self,parent)
self.object = ObjectLoader("myobj.obj")
self.triangLevertices = []
self.angle = 0
def initializeGL(self):
glEnable(GL_DEPTH_TEST)
glShadeModel(GL_FLAT)
gldisable(GL_CULL_FACE)
program = glCreateProgram()
vertex = glCreateShader(GL_VERTEX_SHADER)
fragment = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(vertex,vertex_code)
glShaderSource(fragment,fragment_code)
glCompileShader(vertex)
## handle errors
glCompileShader(fragment)
## handle errors
glAttachShader(program,vertex)
glAttachShader(program,fragment)
glLinkProgram(program)
## handle errors
glDetachShader(program,vertex)
glDetachShader(program,fragment)
gluseProgram(program)
## build data
glClearColor(0.2,0.2,0.7)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
self.initializeVertices()
self.triangLevertices = array(self.triangLevertices,'f')
self.vertexBufferObject = VBO(self.triangLevertices)
self.vertexBufferObject.bind()
self.vertexArrayObject = glGenVertexArrays(1)
glBindVertexArray(self.vertexArrayObject)
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(3,GL_FLOAT,3*self.triangLevertices.itemsize,None)
glBindVertexArray(0)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0.0,-10.0)
glScalef(0.2,0.2)
glBindVertexArray(self.vertexArrayObject)
glDrawArrays(GL_TRIANGLES,len(self.triangLevertices))
glBindVertexArray(0)
glFlush()
def resizeGL(self,width,height):
glViewport(0,height)
gluPerspective(45,2.0,7.0,1000.0)
解决方法
如果仍然需要我们使用Legacy OpenGL固定函数矩阵堆栈,则必须通过顶点着色器中的gl_ModelViewProjectionMatrix
变换顶点位置:
attribute vec2 position;
void main()
{
vec4 pos = vec4(position.x,position.y-0.5,0.0,1.0);
gl_Position = gl_ModelViewProjectionMatrix * pos;
}
请注意,只要立即模式(glBegin
/ glEnd
序列)就不推荐使用矩阵堆栈。如今,顶点转换是通过用户定义的矩阵Uniform变量来完成的。另请参见GLSL Programming/Vector and Matrix Operations和Replacement for gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;