我试图通过pyopengl和pygame使用python建立月球的模型/模拟。我在.obj文件中使用了月亮的开源3D模型,并尝试将其合并到我的代码中。但是由于某些原因,标记为会发生错误
OpenGL.error.GLError:GLError(err = 1282,description = b'invalid
操作”,baseOperation = glGetAttribLocation,cArguments =(6,
b'position \ x00')
我的实现分为不同的类(如OOP),但主要的类别即着色器,月亮类和使用该程序的类如下所示。 OBJ加载程序直接来自pygame官方网站。
顶点着色器
#version 330
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 newColor;
layout (location = 2) in vec2 verTexCoord;
out vec3 color;
out vec2 fragTexCoord;
// other methods like scaling, rotation
void main(){
vec4 pos = vec4(position, 1.0);
// apply translation, rotation and scaling
gl_Position = pos;
fragTexCoord = verTexCoord;
color = newColor;
}
片段着色器
#version 330
in vec3 color;
in vec2 fragCoord;
out vec4 outColor;
uniform sampler2D ourTexture;
void main(){
outColor = texture2D(ourTexture, fragCoord);
}
月亮
from objloader import *
class Moon(Shape):
def __init__(self):
Shape.__init__(self)
self.obj = OBJ("Moon\moon.obj", swapyz=True)
self.drawing_type = GL_POLYGON
self.setup_shaders()
self.setup_buffers()
def setup_shaders(self):
# Get and Compile the shaders here
self.program = glCreateProgram()
glAttachShader(self.program, vertexShader)
glAttachShader(self.program, fragmentShader)
glLinkProgram(self.program)
def setup_buffers(self):
self.vao = glGenVertexArrays(1)
self.vbo = glGenBuffers(1)
v = []
# buildlist will give a list that contains the moons vertices including the texture coordinates.
v = self.buildList(self.obj)
self.vertexes = np.stack(v)
self.vertex_length = len(self.vertexes)
glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
glBufferData(GL_ARRAY_BUFFER, self.vertexes.nbytes, self.vertexes, GL_STATIC_DRAW)
glBindVertexArray(self.vao)
# This is the line the error occurs at.
positionLocation = glGetAttribLocation(self.program, "position")
不需要,但是这里是Shape类和图形文本所在的函数(与Shape位于不同的类)。
class Shape():
def __init__(self):
self.vao = None
self.vbo = None
self.program = None
self.vertexes = None
self.drawing_type = None
self.vertex_length = None
绘图功能
def draw(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
for shape in self.shapes:
glUseProgram(shape.program)
glBindVertexArray(shape.vao)
glDrawArrays(shape.drawing_type, 0, shape.vertex_length)
glBindVertexArray(0)
最佳答案
glGetAttribLocation
给出无效的操作错误,因为程序对象self.program
没有正确链接。
该程序未链接,因为顶点着色器的输出变量与片段着色器的输入变量不匹配。
顶点着色器:
out vec3 color;
out vec2 fragTexCoord;
片段着色器:
in vec3 color;
in vec2 fragCoord;
像这样更改片段着色器,以解决该问题:
#version 330
in vec3 color;
in vec2 fragTexCoord; // "fragTexCoord" insted of "fragCoord"
out vec4 outColor;
uniform sampler2D ourTexture;
void main(){
outColor = texture2D(ourTexture, fragTexCoord);
}
注意,如果程序对象已成功链接,则可以通过
glGetProgramiv( self.program, GL_LINK_STATUS )
检查:glLinkProgram( self.program )
if not glGetProgramiv( self.__prog, GL_LINK_STATUS ):
print( 'link error:' )
print( glGetProgramInfoLog( self.__prog ) )
为了完整起见,可以使用
glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
检查是否成功编译了着色器对象:glCompileShader( shaderObj )
if not glGetShaderiv( shaderObj, GL_COMPILE_STATUS ):
print( 'compile error:' )
print( glGetShaderInfoLog( shaderObj ) )
关于python - glGetAttribLocation导致无效操作,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/50805413/