glCreateProgram().uniform in python












1















I am trying to port some javascript code with opengl to python. But cannot figure out what I am doing wrong in translating prog.uniform[u] = gl.getUniformLocation(prog, u);



Javascript:



let v = buildShader(vert, gl.VERTEX_SHADER);
let f = buildShader(frag, gl.FRAGMENT_SHADER);
let prog = gl.createProgram();
gl.attachShader(prog, v);
gl.attachShader(prog, f);
gl.linkProgram(prog);
prog.uniform = {};
u = ['model','bounds','frac','aspect'];
_.each(u, function(u){ prog.uniform[u] = gl.getUniformLocation(prog, u); });


Python3/PyOpenGl:



v = self.buildShader(vert, GL_VERTEX_SHADER)
f = self.buildShader(frag, GL_FRAGMENT_SHADER)
prog = glCreateProgram()
glAttachShader(prog, v)
glAttachShader(prog, f)
glLinkProgram(prog)
for u in ['model','bounds','frac','aspect']:
loc = glGetUniformLocations(prog,u)
glProgramUniform(prog,loc,u)









share|improve this question



























    1















    I am trying to port some javascript code with opengl to python. But cannot figure out what I am doing wrong in translating prog.uniform[u] = gl.getUniformLocation(prog, u);



    Javascript:



    let v = buildShader(vert, gl.VERTEX_SHADER);
    let f = buildShader(frag, gl.FRAGMENT_SHADER);
    let prog = gl.createProgram();
    gl.attachShader(prog, v);
    gl.attachShader(prog, f);
    gl.linkProgram(prog);
    prog.uniform = {};
    u = ['model','bounds','frac','aspect'];
    _.each(u, function(u){ prog.uniform[u] = gl.getUniformLocation(prog, u); });


    Python3/PyOpenGl:



    v = self.buildShader(vert, GL_VERTEX_SHADER)
    f = self.buildShader(frag, GL_FRAGMENT_SHADER)
    prog = glCreateProgram()
    glAttachShader(prog, v)
    glAttachShader(prog, f)
    glLinkProgram(prog)
    for u in ['model','bounds','frac','aspect']:
    loc = glGetUniformLocations(prog,u)
    glProgramUniform(prog,loc,u)









    share|improve this question

























      1












      1








      1








      I am trying to port some javascript code with opengl to python. But cannot figure out what I am doing wrong in translating prog.uniform[u] = gl.getUniformLocation(prog, u);



      Javascript:



      let v = buildShader(vert, gl.VERTEX_SHADER);
      let f = buildShader(frag, gl.FRAGMENT_SHADER);
      let prog = gl.createProgram();
      gl.attachShader(prog, v);
      gl.attachShader(prog, f);
      gl.linkProgram(prog);
      prog.uniform = {};
      u = ['model','bounds','frac','aspect'];
      _.each(u, function(u){ prog.uniform[u] = gl.getUniformLocation(prog, u); });


      Python3/PyOpenGl:



      v = self.buildShader(vert, GL_VERTEX_SHADER)
      f = self.buildShader(frag, GL_FRAGMENT_SHADER)
      prog = glCreateProgram()
      glAttachShader(prog, v)
      glAttachShader(prog, f)
      glLinkProgram(prog)
      for u in ['model','bounds','frac','aspect']:
      loc = glGetUniformLocations(prog,u)
      glProgramUniform(prog,loc,u)









      share|improve this question














      I am trying to port some javascript code with opengl to python. But cannot figure out what I am doing wrong in translating prog.uniform[u] = gl.getUniformLocation(prog, u);



      Javascript:



      let v = buildShader(vert, gl.VERTEX_SHADER);
      let f = buildShader(frag, gl.FRAGMENT_SHADER);
      let prog = gl.createProgram();
      gl.attachShader(prog, v);
      gl.attachShader(prog, f);
      gl.linkProgram(prog);
      prog.uniform = {};
      u = ['model','bounds','frac','aspect'];
      _.each(u, function(u){ prog.uniform[u] = gl.getUniformLocation(prog, u); });


      Python3/PyOpenGl:



      v = self.buildShader(vert, GL_VERTEX_SHADER)
      f = self.buildShader(frag, GL_FRAGMENT_SHADER)
      prog = glCreateProgram()
      glAttachShader(prog, v)
      glAttachShader(prog, f)
      glLinkProgram(prog)
      for u in ['model','bounds','frac','aspect']:
      loc = glGetUniformLocations(prog,u)
      glProgramUniform(prog,loc,u)






      python opengl shader pyopengl






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      share|improve this question











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      asked Nov 24 '18 at 16:46









      NardNard

      647




      647
























          1 Answer
          1






          active

          oldest

          votes


















          3














          glProgramUniform assigns a value to a uniform, where the 3rd paramter is the value.



          glProgramUniform(prog,loc,u) makes not any sense, when u is string which is the name name of the uniform.



          You have to create a dictionary which contains the locations of a uniform for each name:



          uniform = {}
          for u in ['model','bounds','frac','aspect']:
          uniform[u] = glGetUniformLocation(prog, u)


          or simply



          uniform = { u : glGetUniformLocation(prog, u) for u in ['model','bounds','frac','aspect'] }





          share|improve this answer


























          • Thx, how to port the prog.uniform[u]= part to python3?

            – Nard
            Nov 24 '18 at 17:55








          • 1





            @Nard No way, because in python prog is t name of the shader program object, which is just a number. You have to create a tuple (prog, uniform).

            – Rabbid76
            Nov 24 '18 at 17:58











          • Stupid question probably, but then how do I pass the uniform-variable to opengl or is this not what is happening in the js-code prog.uniform[u] = ?

            – Nard
            Nov 24 '18 at 18:05








          • 1





            @Nard No prog.uniform[u] doesn't assign anything to uniform variable on the GPU in WebGL (not OpenGL). This is done by gl.Uniform*

            – Rabbid76
            Nov 24 '18 at 18:32











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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          3














          glProgramUniform assigns a value to a uniform, where the 3rd paramter is the value.



          glProgramUniform(prog,loc,u) makes not any sense, when u is string which is the name name of the uniform.



          You have to create a dictionary which contains the locations of a uniform for each name:



          uniform = {}
          for u in ['model','bounds','frac','aspect']:
          uniform[u] = glGetUniformLocation(prog, u)


          or simply



          uniform = { u : glGetUniformLocation(prog, u) for u in ['model','bounds','frac','aspect'] }





          share|improve this answer


























          • Thx, how to port the prog.uniform[u]= part to python3?

            – Nard
            Nov 24 '18 at 17:55








          • 1





            @Nard No way, because in python prog is t name of the shader program object, which is just a number. You have to create a tuple (prog, uniform).

            – Rabbid76
            Nov 24 '18 at 17:58











          • Stupid question probably, but then how do I pass the uniform-variable to opengl or is this not what is happening in the js-code prog.uniform[u] = ?

            – Nard
            Nov 24 '18 at 18:05








          • 1





            @Nard No prog.uniform[u] doesn't assign anything to uniform variable on the GPU in WebGL (not OpenGL). This is done by gl.Uniform*

            – Rabbid76
            Nov 24 '18 at 18:32
















          3














          glProgramUniform assigns a value to a uniform, where the 3rd paramter is the value.



          glProgramUniform(prog,loc,u) makes not any sense, when u is string which is the name name of the uniform.



          You have to create a dictionary which contains the locations of a uniform for each name:



          uniform = {}
          for u in ['model','bounds','frac','aspect']:
          uniform[u] = glGetUniformLocation(prog, u)


          or simply



          uniform = { u : glGetUniformLocation(prog, u) for u in ['model','bounds','frac','aspect'] }





          share|improve this answer


























          • Thx, how to port the prog.uniform[u]= part to python3?

            – Nard
            Nov 24 '18 at 17:55








          • 1





            @Nard No way, because in python prog is t name of the shader program object, which is just a number. You have to create a tuple (prog, uniform).

            – Rabbid76
            Nov 24 '18 at 17:58











          • Stupid question probably, but then how do I pass the uniform-variable to opengl or is this not what is happening in the js-code prog.uniform[u] = ?

            – Nard
            Nov 24 '18 at 18:05








          • 1





            @Nard No prog.uniform[u] doesn't assign anything to uniform variable on the GPU in WebGL (not OpenGL). This is done by gl.Uniform*

            – Rabbid76
            Nov 24 '18 at 18:32














          3












          3








          3







          glProgramUniform assigns a value to a uniform, where the 3rd paramter is the value.



          glProgramUniform(prog,loc,u) makes not any sense, when u is string which is the name name of the uniform.



          You have to create a dictionary which contains the locations of a uniform for each name:



          uniform = {}
          for u in ['model','bounds','frac','aspect']:
          uniform[u] = glGetUniformLocation(prog, u)


          or simply



          uniform = { u : glGetUniformLocation(prog, u) for u in ['model','bounds','frac','aspect'] }





          share|improve this answer















          glProgramUniform assigns a value to a uniform, where the 3rd paramter is the value.



          glProgramUniform(prog,loc,u) makes not any sense, when u is string which is the name name of the uniform.



          You have to create a dictionary which contains the locations of a uniform for each name:



          uniform = {}
          for u in ['model','bounds','frac','aspect']:
          uniform[u] = glGetUniformLocation(prog, u)


          or simply



          uniform = { u : glGetUniformLocation(prog, u) for u in ['model','bounds','frac','aspect'] }






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 24 '18 at 17:31

























          answered Nov 24 '18 at 16:58









          Rabbid76Rabbid76

          38.2k123249




          38.2k123249













          • Thx, how to port the prog.uniform[u]= part to python3?

            – Nard
            Nov 24 '18 at 17:55








          • 1





            @Nard No way, because in python prog is t name of the shader program object, which is just a number. You have to create a tuple (prog, uniform).

            – Rabbid76
            Nov 24 '18 at 17:58











          • Stupid question probably, but then how do I pass the uniform-variable to opengl or is this not what is happening in the js-code prog.uniform[u] = ?

            – Nard
            Nov 24 '18 at 18:05








          • 1





            @Nard No prog.uniform[u] doesn't assign anything to uniform variable on the GPU in WebGL (not OpenGL). This is done by gl.Uniform*

            – Rabbid76
            Nov 24 '18 at 18:32



















          • Thx, how to port the prog.uniform[u]= part to python3?

            – Nard
            Nov 24 '18 at 17:55








          • 1





            @Nard No way, because in python prog is t name of the shader program object, which is just a number. You have to create a tuple (prog, uniform).

            – Rabbid76
            Nov 24 '18 at 17:58











          • Stupid question probably, but then how do I pass the uniform-variable to opengl or is this not what is happening in the js-code prog.uniform[u] = ?

            – Nard
            Nov 24 '18 at 18:05








          • 1





            @Nard No prog.uniform[u] doesn't assign anything to uniform variable on the GPU in WebGL (not OpenGL). This is done by gl.Uniform*

            – Rabbid76
            Nov 24 '18 at 18:32

















          Thx, how to port the prog.uniform[u]= part to python3?

          – Nard
          Nov 24 '18 at 17:55







          Thx, how to port the prog.uniform[u]= part to python3?

          – Nard
          Nov 24 '18 at 17:55






          1




          1





          @Nard No way, because in python prog is t name of the shader program object, which is just a number. You have to create a tuple (prog, uniform).

          – Rabbid76
          Nov 24 '18 at 17:58





          @Nard No way, because in python prog is t name of the shader program object, which is just a number. You have to create a tuple (prog, uniform).

          – Rabbid76
          Nov 24 '18 at 17:58













          Stupid question probably, but then how do I pass the uniform-variable to opengl or is this not what is happening in the js-code prog.uniform[u] = ?

          – Nard
          Nov 24 '18 at 18:05







          Stupid question probably, but then how do I pass the uniform-variable to opengl or is this not what is happening in the js-code prog.uniform[u] = ?

          – Nard
          Nov 24 '18 at 18:05






          1




          1





          @Nard No prog.uniform[u] doesn't assign anything to uniform variable on the GPU in WebGL (not OpenGL). This is done by gl.Uniform*

          – Rabbid76
          Nov 24 '18 at 18:32





          @Nard No prog.uniform[u] doesn't assign anything to uniform variable on the GPU in WebGL (not OpenGL). This is done by gl.Uniform*

          – Rabbid76
          Nov 24 '18 at 18:32




















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