Vertex Array Objects (VAOs) allow all the attributes and buffers needed to draw an object to be stored during initialization and called back whenever the object needs to be drawn. This can speed up the rendering process and result in cleaner code.
To read more about VAOs see Learning Modern 3D Graphics Programming - Chapter 5
Here's an example of using VAOs in PyOpenGL.
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import OpenGL.GL as GL | |
import OpenGL.GL.shaders | |
import ctypes | |
import pygame | |
import numpy | |
vertex_shader = """ | |
#version 330 | |
in vec4 position; | |
void main() | |
{ | |
gl_Position = position; | |
} | |
""" | |
fragment_shader = """ | |
#version 330 | |
void main() | |
{ | |
gl_FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); | |
} | |
""" | |
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] | |
vertices = numpy.array(vertices, dtype=numpy.float32) | |
def create_object(shader): | |
# Create a new VAO (Vertex Array Object) and bind it | |
vertex_array_object = GL.glGenVertexArrays(1) | |
GL.glBindVertexArray( vertex_array_object ) | |
# Generate buffers to hold our vertices | |
vertex_buffer = GL.glGenBuffers(1) | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer) | |
# Get the position of the 'position' in parameter of our shader and bind it. | |
position = GL.glGetAttribLocation(shader, 'position') | |
GL.glEnableVertexAttribArray(position) | |
# Describe the position data layout in the buffer | |
GL.glVertexAttribPointer(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, vertices, GL.GL_STATIC_DRAW) | |
# Unbind the VAO first (Important) | |
GL.glBindVertexArray( 0 ) | |
# Unbind other stuff | |
GL.glDisableVertexAttribArray(position) | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) | |
return vertex_array_object | |
def display(shader, vertex_array_object): | |
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) | |
GL.glUseProgram(shader) | |
GL.glBindVertexArray( vertex_array_object ) | |
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3) | |
GL.glBindVertexArray( 0 ) | |
GL.glUseProgram(0) | |
def main(): | |
pygame.init() | |
screen = pygame.display.set_mode((512, 512), pygame.OPENGL|pygame.DOUBLEBUF) | |
GL.glClearColor(0.5, 0.5, 0.5, 1.0) | |
GL.glEnable(GL.GL_DEPTH_TEST) | |
shader = OpenGL.GL.shaders.compileProgram( | |
OpenGL.GL.shaders.compileShader(vertex_shader, GL.GL_VERTEX_SHADER), | |
OpenGL.GL.shaders.compileShader(fragment_shader, GL.GL_FRAGMENT_SHADER) | |
) | |
vertex_array_object = create_object(shader) | |
clock = pygame.time.Clock() | |
while True: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
return | |
if event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE: | |
return | |
display(shader, vertex_array_object) | |
pygame.display.flip() | |
if __name__ == '__main__': | |
try: | |
main() | |
finally: | |
pygame.quit() |