pip3 install PyOpenGL glfw モジュールバージョン
PyOpenGL==3.1.5 glfw==1.11.0 システムのOpenGLバージョン
Vendor : b'Intel Inc.' GPU : b'Intel Iris OpenGL Engine' OpenGL version : b'4.1 INTEL-14.4.23' OpenGL 2.1 mcfletch/pyopengl: Repository for the PyOpenGL Project Python3で始めるOpenGL4 - CodeLabo Python GLFWでOpenGLバージョン指定とウィンドウ表示 - CodeLabo PythonでOpenCVの画像をOpenGLで表示する - Qiita Vendor : b'Intel Inc.' GPU : b'Intel Iris OpenGL Engine' OpenGL version : b'2.1 INTEL-14.4.23' glDrawPixels import cv2 from OpenGL.GL import * import glfw if __name__ == '__main__': img = cv2.imread('lena.png', 1) img_gl = cv2.cvtColor(cv2.flip(img, 0), cv2.COLOR_BGR2RGB) glfw.init() # These parameters need to be changed according to your environment. # Mac: https://support.apple.com/ja-jp/HT202823 # glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4) # glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1) # glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True) # glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) width = img.shape[1] height = img.shape[0] window = glfw.create_window(width, height, 'Lena', None, None) glfw.make_context_current(window) print('Vendor :', glGetString(GL_VENDOR)) print('GPU :', glGetString(GL_RENDERER)) print('OpenGL version :', glGetString(GL_VERSION)) while not glfw.window_should_close(window): glClearColor(0, 0, 0, 1) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glDrawPixels(width, height, GL_RGB, GL_UNSIGNED_BYTE, img_gl) glfw.swap_buffers(window) glfw.poll_events() glfw.destroy_window(window) glfw.terminate() Texture import cv2 from OpenGL.GL import * import glfw if __name__ == '__main__': img = cv2.imread('lena.png', 1) img_gl = cv2.cvtColor(img, cv2.COLOR_BGR2RGB) glfw.init() # These parameters need to be changed according to your environment. # Mac: https://support.apple.com/ja-jp/HT202823 # glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4) # glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1) # glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True) # glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) window = glfw.create_window(256, 256, 'Lena', None, None) glfw.make_context_current(window) print('Vendor :', glGetString(GL_VENDOR)) print('GPU :', glGetString(GL_RENDERER)) print('OpenGL version :', glGetString(GL_VERSION)) height, width = img.shape[:2] glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_gl) while not glfw.window_should_close(window): glClearColor(0, 0, 0, 1) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glEnable(GL_TEXTURE_2D) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glBegin(GL_QUADS) glTexCoord2d(0.0, 1.0) glVertex3d(-1.0, -1.0, 0.0) glTexCoord2d(1.0, 1.0) glVertex3d(1.0, -1.0, 0.0) glTexCoord2d(1.0, 0.0) glVertex3d(1.0, 1.0, 0.0) glTexCoord2d(0.0, 0.0) glVertex3d(-1.0, 1.0, 0.0) glEnd() glfw.swap_buffers(window) glfw.poll_events() glfw.destroy_window(window) glfw.terminate() OpenGL 4.1 / GLSL PythonでVAOによるGLSLシェーダープログラミング! - CodeLabo Suspected fragment shader problem, No color, OpenGL 4, GLFW 3, GLEW - OpenGL / OpenGL: Basic Coding - Khronos Forums 床井研究室 - 第2回 テクスチャの割り当て Vendor : b'Intel Inc.' GPU : b'Intel Iris OpenGL Engine' OpenGL version : b'4.1 INTEL-14.4.23' import sys from OpenGL.GL import * import glfw import numpy as np import cv2 vertex_shader_text = ''' #version 410 core in vec3 vPosition; out vec2 vTextureCoord; void main(void) { vTextureCoord = vec2((vPosition.x + 1.0) / 2, (vPosition.y + 1.0) / 2); gl_Position = vec4(vPosition, 1.0); } ''' fragment_shader_text = ''' #version 410 core uniform sampler2D vTexture; in vec2 vTextureCoord; out vec4 flagColor; void main(void) { flagColor = texture(vTexture, vTextureCoord).rgba; } ''' def init_context(): print('Initializing context..') glfw.init() glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4) glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1) glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True) glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) global window window = glfw.create_window(512, 512, __file__, None, None) glfw.make_context_current(window) print('Vendor :', glGetString(GL_VENDOR)) print('GPU :', glGetString(GL_RENDERER)) print('OpenGL version :', glGetString(GL_VERSION)) def init_texture(): print('Initializing texture..') img = cv2.imread('lena.png', 1) img_gl = cv2.cvtColor(cv2.flip(img, 0), cv2.COLOR_BGR2RGB) global width, height height, width = img.shape[:2] global texture texture = glGenTextures(1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, texture) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_gl) def init_shader(): print('Initializing shader..') global vertex_shader vertex_shader = glCreateShader(GL_VERTEX_SHADER) glShaderSource(vertex_shader, vertex_shader_text) glCompileShader(vertex_shader) if not glGetShaderiv(vertex_shader, GL_COMPILE_STATUS): print('Vertex shader is not OK') print(glGetShaderInfoLog(vertex_shader)) sys.exit(1) else: print('Vertex shader is OK') global fragment_shader fragment_shader = glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(fragment_shader, fragment_shader_text) glCompileShader(fragment_shader) if not glGetShaderiv(fragment_shader, GL_COMPILE_STATUS): print('Fragment shader is not OK') print(glGetShaderInfoLog(fragment_shader)) sys.exit(1) else: print('Fragment shader is OK') global program program = glCreateProgram() glAttachShader(program, vertex_shader) glDeleteShader(vertex_shader) glAttachShader(program, fragment_shader) glDeleteShader(fragment_shader) glLinkProgram(program) if not glGetProgramiv(program, GL_LINK_STATUS): print('Shader program is not OK') print(glGetProgramInfoLog(program)) sys.exit(1) else: print('Shader program is OK') def init_vao(): print('Initializing vao..') # anti-clockwise vertices = np.array([ -1.0, -1.0, 0.0, # left bottom 1.0, -1.0, 0.0, # right bottom -1.0, 1.0, 0.0, # left top -1.0, 1.0, 0.0, # left top 1.0, -1.0, 0.0, # right bottom 1.0, 1.0, 0.0, # right top ], dtype=np.float32) global vertex_vbo vertex_vbo = glGenBuffers(1) global vertex_vao vertex_vao = glGenVertexArrays(1) glBindVertexArray(vertex_vao) glEnableVertexAttribArray(0) glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo) glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW) glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, None) glBindVertexArray(0) def render(): glUseProgram(program) glUniform1i(glGetUniformLocation(program, 'vTexture'), 0) glBindVertexArray(vertex_vao) glDrawArrays(GL_TRIANGLES, 0, 6) glBindVertexArray(0) if __name__ == '__main__': init_context() init_texture() init_shader() init_vao() print('Start rendering..') while not glfw.window_should_close(window): glClearColor(0, 0, 0, 1) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) render() glfw.swap_buffers(window) glfw.poll_events() glfw.destroy_window(window) glfw.terminate() PyOpenGL Documentation PyOpenGL · PyPI glfw · PyPI