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@olymk2
Created February 11, 2017 22:03
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Example trying to mix GLArea and pyopengl theat currently does not work.
#!/usr/bin/python
import os
import sys
from OpenGL.GLU import *
from OpenGL import GLX
from OpenGL import GL as GL
from ctypes import *
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk, Gdk
from OpenGL.arrays import vbo
from OpenGL.GL import shaders
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, \
glBindVertexArray
from numpy import array
import numpy as np
VERTEX_SHADER = """
#version 330
in vec4 position;
void main()
{
gl_Position = position;
}"""
FRAGMENT_SHADER = """
#version 330
out vec4 fragColor;
void main()
{
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
"""
class application_gui:
"""Tutorial 01 Create and destroy a window"""
# glwrap = gtkglarea()
def __init__(self):
self.window = Gtk.Window()
self.canvas = Gtk.GLArea()
self.canvas.set_required_version(3, 3)
self.test_features()
self.vertices = [
0.6, 0.6, 0.0, 1.0,
-0.6, 0.6, 0.0, 1.0,
0.0, -0.6, 0.0, 1.0]
self.vertices = np.array(self.vertices, dtype=np.float32)
self.canvas.connect('realize', self.on_configure_event)
self.canvas.connect('render', self.on_draw)
self.canvas.set_double_buffered(False)
self.window.connect('delete_event', Gtk.main_quit)
self.window.connect('destroy', lambda quit: Gtk.main_quit())
self.window.add(self.canvas)
self.window.show_all()
self.on_configure_event(self.canvas)
def test_features(self):
print('Testing features')
print('glGenVertexArrays Available %s' % bool(glGenVertexArrays))
print('Alpha Available %s' % bool(self.canvas.get_has_alpha()))
print('Depth buffer Available %s' % bool(self.canvas.get_has_depth_buffer()))
def on_configure_event(self, widget):
print('realize event')
widget.make_current()
# widget.attach_buffers()
context = widget.get_context()
print('is legacy context %s' % Gdk.GLContext.is_legacy(context))
print('configure errors')
print(widget.get_error())
vs = shaders.compileShader(VERTEX_SHADER, GL.GL_VERTEX_SHADER)
fs = shaders.compileShader(FRAGMENT_SHADER, GL.GL_FRAGMENT_SHADER)
self.shader = shaders.compileProgram(vs, fs)
self.vertex_array_object = glGenVertexArrays(1)
GL.glBindVertexArray( self.vertex_array_object )
# Generate buffers to hold our vertices
self.vertex_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vertex_buffer)
# Get the position of the 'position' in parameter of our shader and bind it.
self.position = GL.glGetAttribLocation(self.shader, 'position')
GL.glEnableVertexAttribArray(self.position)
# Describe the position data layout in the buffer
GL.glVertexAttribPointer(self.position, 4, GL.GL_FLOAT, False, 0, ctypes.c_void_p(0))
# Send the data over to the buffer
GL.glBufferData(GL.GL_ARRAY_BUFFER, 48, self.vertices, GL.GL_STATIC_DRAW)
# Unbind the VAO first (Important)
GL.glBindVertexArray( 0 )
# Unbind other stuff
GL.glDisableVertexAttribArray(self.position)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
print('errors')
print(widget.get_error())
return True
def on_draw(self, widget, *args):
print('render event')
print(widget.get_error())
#Create the VBO
widget.attach_buffers()
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glUseProgram(self.shader)
GL.glBindVertexArray( self.vertex_array_object )
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
GL.glBindVertexArray( 0 )
GL.glUseProgram(0)
glFlush()
return True
application = application_gui()
Gtk.main()
@olymk2
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Author

olymk2 commented Feb 11, 2017

Testing features
glGenVertexArrays Available False
Alpha Available False
Depth buffer Available False
realize event
is legacy context False
configure errors
None
Traceback (most recent call last):
File "gtkglarea.py", line 91, in on_configure_event
self.vertex_array_object = glGenVertexArrays(1)
File "/usr/lib/python3/dist-packages/OpenGL/platform/baseplatform.py", line 407, in call
self.name, self.name,
OpenGL.error.NullFunctionError: Attempt to call an undefined function glGenVertexArrays, check for bool(glGenVertexArrays) before calling

@ASolchen
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ASolchen commented Dec 6, 2017

I know this is a little old. Did you ever get anywhere with it? I'm trying to do the same thing.

@lead-harmony-lab
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Just a few minor updates to make this code function:

#!/usr/bin/python
import os
import sys

from OpenGL.GLU import *
from OpenGL import GLX
from OpenGL import GL as GL
from ctypes import *
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk, Gdk

from OpenGL.arrays import vbo
from OpenGL.GL import shaders, glFlush
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays,
glBindVertexArray

from numpy import array
import numpy as np

VERTEX_SHADER = """
#version 330
in vec4 position;
void main()
{
gl_Position = position;
}"""

FRAGMENT_SHADER = """
#version 330
out vec4 fragColor;
void main()
{
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
"""

class application_gui:
"""Tutorial 01 Create and destroy a window"""
# glwrap = gtkglarea()
def init(self):
self.window = Gtk.Window()
self.canvas = Gtk.GLArea()
self.canvas.set_required_version(3, 3)
self.test_features()

    self.vertices = [
        0.6,  0.6, 0.0, 1.0,
        -0.6,  0.6, 0.0, 1.0,
        0.0, -0.6, 0.0, 1.0]

    self.vertices = np.array(self.vertices, dtype=np.float32)

    self.canvas.connect('realize', self.on_configure_event)
    self.canvas.connect('render', self.on_draw)
    self.canvas.set_double_buffered(False)

    self.window.connect('delete_event', Gtk.main_quit)
    self.window.connect('destroy', lambda quit: Gtk.main_quit())

    self.window.add(self.canvas)
    self.window.show_all()

    self.on_configure_event(self.canvas)

def test_features(self):
    print('Testing features')
    print('glGenVertexArrays Available %s' % bool(glGenVertexArrays))
    print('Alpha Available %s' % bool(self.canvas.get_has_alpha()))
    print('Depth buffer Available %s' % bool(self.canvas.get_has_depth_buffer()))



def on_configure_event(self, widget):
    print('realize event')

    widget.make_current()
    # widget.attach_buffers()
    context = widget.get_context()

    print('is legacy context %s' % Gdk.GLContext.is_legacy(context))
    print('configure errors')
    print(widget.get_error())


    vs = shaders.compileShader(VERTEX_SHADER, GL.GL_VERTEX_SHADER)
    fs = shaders.compileShader(FRAGMENT_SHADER, GL.GL_FRAGMENT_SHADER)
    self.shader = shaders.compileProgram(vs, fs)

    self.vertex_array_object = GL.glGenVertexArrays(1)
    GL.glBindVertexArray( self.vertex_array_object )

    # Generate buffers to hold our vertices
    self.vertex_buffer = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vertex_buffer)

    # Get the position of the 'position' in parameter of our shader and bind it.
    self.position = GL.glGetAttribLocation(self.shader, 'position')
    GL.glEnableVertexAttribArray(self.position)

    # Describe the position data layout in the buffer
    GL.glVertexAttribPointer(self.position, 4, GL.GL_FLOAT, False, 0, ctypes.c_void_p(0))

    # Send the data over to the buffer
    GL.glBufferData(GL.GL_ARRAY_BUFFER, 48, self.vertices, GL.GL_STATIC_DRAW)

    # Unbind the VAO first (Important)
    GL.glBindVertexArray( 0 )

    # Unbind other stuff
    GL.glDisableVertexAttribArray(self.position)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)

    print('errors')
    print(widget.get_error())

    return True

def on_draw(self, widget, *args):
    print('render event')
    print(widget.get_error())
    #Create the VBO

    widget.attach_buffers()

    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
    GL.glUseProgram(self.shader)

    GL.glBindVertexArray( self.vertex_array_object )
    GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
    GL.glBindVertexArray( 0 )

    GL.glUseProgram(0)
    glFlush()
    return True

application = application_gui()
Gtk.main()

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