I\'m using Mac OS X Mavericks, iMac with NVIDIA GeForce GTX 660M, so it should support OpenGL version 4.1 and GLSL version 4.1.0. But when I use this:
print(
In case anyone else has been having similar issues, a critical bug in the original code is the call to glVertexAttribPointer
.
Make sure to use c_void_p(0)
from ctypes
for the last parameter, otherwise the call will be invalid and the VAO wont draw anything.
Moving from PyQt4 to PyQt5 solves the problem
Full source code:
# PyQT5 imports
from PyQt5 import QtGui, QtCore, QtOpenGL, QtWidgets
from PyQt5.QtOpenGL import QGLWidget
from ctypes import *
# PyOpenGL imports
from OpenGL.GL import *
from OpenGL.GL.shaders import *
from OpenGL.GLUT import *
class GLPlotWidget(QGLWidget):
# default window size
width, height = 600, 600
def __init__(self, format = None):
super(GLPlotWidget, self).__init__(format, None)
def set_data(self, data):
self.data = data
self.count = self.data.nbytes
self.numVAOs = 2
self.VAOs = [0] * self.numVAOs
self.numVBOs = 2
self.VBOs = [0] * self.numVBOs
self.shader = None
self.vPositionLocation = 0
def initializeGL(self):
glClearColor(0.0, 0.0, 0.0, 1.0)
self.VAOs = glGenVertexArrays(self.numVAOs)
glBindVertexArray(self.VAOs[0])
self.VBOs = glGenBuffers(self.numVBOs)
glBindBuffer(GL_ARRAY_BUFFER, self.VBOs[0])
glBufferData(GL_ARRAY_BUFFER, self.count, self.data, GL_STATIC_DRAW)
VERTEX_SHADER = compileShader("""
#version 410 core
layout(location = 0) in vec4 vPosition;
void main() {
gl_Position = vPosition;
}
""", GL_VERTEX_SHADER)
FRAGMENT_SHADER = compileShader("""
#version 410 core
out vec4 fColor;
void main() {
fColor = vec4(1.0, 1.0, 0.0, 1.0);
}
""", GL_FRAGMENT_SHADER)
self.shader = compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
glUseProgram(self.shader)
glVertexAttribPointer(self.vPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, c_void_p(0))
glEnableVertexAttribArray(self.vPositionLocation)
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT)
glBindVertexArray(self.VAOs[0])
glDrawArrays(GL_TRIANGLES, 0, self.count)
glFlush()
if __name__ == '__main__':
# import numpy for generating random data points
import sys
import numpy as np
import numpy.random as rnd
# define a QT window with an OpenGL widget inside it
class TestWindow(QtWidgets.QMainWindow):
def __init__(self, parent = None):
super(TestWindow, self).__init__(parent)
self.data = np.array([
[ -0.90, -0.90 ],
[ 0.85, -0.90 ],
[ -0.90, 0.85 ],
[ 0.90, -0.85 ],
[ 0.90, 0.90 ],
[ -0.85, 0.90 ]
], dtype = np.float32)
# initialize the GL widget
glformat = QtOpenGL.QGLFormat()
glformat.setVersion(4, 1)
glformat.setProfile(QtOpenGL.QGLFormat.CoreProfile)
glformat.setSampleBuffers( True )
self.widget = GLPlotWidget(glformat)
self.widget.set_data(self.data)
# put the window at the screen position (100, 100)
self.setGeometry(100, 100, self.widget.width, self.widget.height)
self.setCentralWidget(self.widget)
self.show()
# create the QT App and window
app = QtWidgets.QApplication(sys.argv)
window = TestWindow()
window.show()
app.exec_()