我挑出了这段导致错误的代码
self.vertex_shader_source = """
#version 130
in layout (location = 0) vec3 position;
in layout (location = 1) vec3 color;
out vec3 newColor;
void main()
{
gl_Position = vec4(position, 1.0f);
newColor = color;
}
"""
self.fragment_shader_source = """
#version 130
in vec3 newColor;
out vec4 outColor;
void main()
{
outColor = vec4(newColor, 1.0f);
}
"""
误差
Traceback (most recent call last):
File "/home/awesomenoob/Coding/Python/Rendering/Opengl-tri.py", line 23, in <module>
window = MyWindow(1280, 720, "yoot", resizable=True)
File "/home/awesomenoob/Coding/Python/Rendering/Opengl-tri.py", line 10, in __init__
self.triangle = Triangle()
File "/home/awesomenoob/Coding/Python/Rendering/Triangle.py", line 35, in __init__
shader =
OpenGL.GL.shaders.compileProgram(OpenGL.GL.shaders.compileShader(self.vertex_shader_source, GL_VERTEX_SHADER),
File "/home/awesomenoob/.local/lib/python3.7/site-packages/OpenGL/GL/shaders.py", line 241, in compileShader
shaderType,
OpenGL.GL.shaders.ShaderCompilationError: ('Shader compile failure (0): b"0:3(12): error:
syntax error, unexpected '(', expecting '{'\n"', [b'n #version 130n in
layout (location = 0) vec3 position;n in layout (location = 1) vec3 color;n
n out vec3 newColor;n void main()n {n gl_Position =
vec4(position, 1.0f);n newColor = color;n }n '], 35633)
如果你能帮助我了解我做错了什么,那将是一个巨大的帮助。我只是想学习pyglet/opengl在python
从GLSL 3.30版本开始支持顶点着色器属性位置布局限定符。比较OpenGL着色语言1.30规范和OpenGL着色语言3.30规范。如果可能,使用GLSL 3.00。
或者删除布局限定符:
#version 130
in vec3 position;
in vec3 color;
out vec3 newColor;
void main()
{
gl_Position = vec4(position, 1.0f);
newColor = color;
}
在程序链接之前使用glBindAttribLocation
设置属性位置,或者在程序链接之后使用glGetAttribLocation
获取属性位置。
例如:
shader = OpenGL.GL.shaders.compileProgram(...)
position_loc = glGetAttribLocation(shader, b'position')
color_loc = glGetAttribLocation(shader, b'color')