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Intuitive OpenGL wrappers

Project description

``glitter`` is an intuitive wrapper around OpenGL 3 and up.

Code example
============

The following code creates a window displaying a rotating quad::

from math import cos, sin
from glitter import VertexArray, get_default_program
from glitter.contexts.glut import GlutWindow, main_loop, get_elapsed_time

vertices = ((0, 0, 0), (-1, 1, 0), (1, 1, 0), (1, -1, 0), (-1, -1, 0))
colors = ((1, 1, 1), (0, 1, 0), (0, 0, 1), (0, 1, 1), (1, 0, 0))
indices = ((0, 1, 2), (0, 2, 3), (0, 3, 4), (0, 4, 1))

def display():
window.clear()
vao.draw()
window.swap_buffers()

def timer():
phi = get_elapsed_time()
shader.modelview_matrix = (
( cos(phi), sin(phi), 0, 0),
(-sin(phi), cos(phi), 0, 0),
( 0, 0, 1, 0),
( 0, 0, 0, 2)
)
window.add_timer(10, timer)
window.post_redisplay()

if __name__ == "__main__":
window = GlutWindow(double=True, multisample=True)
window.display_callback = display
shader = get_default_program()
vao = VertexArray([vertices, colors], elements=indices)
timer()
with shader:
main_loop()

Design principles
=================

- Glitter wraps the OpenGL 3 core profile only. This allows for a pythonic
representation of (eventually) the complete OpenGL API, while any nuts and
bolts are readily supplied by Python and numpy.

- Inituitive use is chosen over performance (no premature optimization; make it
run, then make it fast). Users do not need to (nor should they) use raw GL
functions at any time.

- OpenGL objects (e.g., textures, buffers, or shader programs) are represented
by Python objects.

- All GL state changes go through either a context object or a responsible
object, for example:

- Vertex attribute pointer bindings are performed by vertex array objects.

- Settings for draw buffers other than the screen are performed by
framebuffer objects.

- Texture bindings are performed by shader programs. An available texture
unit is chosen automatically.

- Array data (e.g. texture images or vertex buffer data) is represented in
numpy.

- Glitter has a focus on GPGPU computing, but typical use for rendering
should be as easy.

- Platform independence is be sought for, although Linux/GLX is currently the
primary target. Any experiences with other platforms are very welcome.

Dependencies
============

- gccxml: http://www.gccxml.org

- ctypeslib: http://pypi.python.org/pypi/ctypeslib

Build instructions
==================

- installing: ``sudo python setup.py install``

- docs: ``cd docs; ./build.sh``

- tests: ``nosetests tests``

- installing with Python 3: run ``python setup.py build`` with Python 2, then
``2to3 -w build`` and manually install the files from the build folder

OpenGL 3 notes
==============

The distribution includes the official OpenGL 3 header file from
http://www.opengl.org/registry/api/gl3.h, with the following bugfixes applied:

The following functions are not part of the core profile and have been
removed::

GLAPI void APIENTRY glVertexP2ui (GLenum type, GLuint value);
GLAPI void APIENTRY glVertexP2uiv (GLenum type, const GLuint *value);
GLAPI void APIENTRY glVertexP3ui (GLenum type, GLuint value);
GLAPI void APIENTRY glVertexP3uiv (GLenum type, const GLuint *value);
GLAPI void APIENTRY glVertexP4ui (GLenum type, GLuint value);
GLAPI void APIENTRY glVertexP4uiv (GLenum type, const GLuint *value);
GLAPI void APIENTRY glTexCoordP1ui (GLenum type, GLuint coords);
GLAPI void APIENTRY glTexCoordP1uiv (GLenum type, const GLuint *coords);
GLAPI void APIENTRY glTexCoordP2ui (GLenum type, GLuint coords);
GLAPI void APIENTRY glTexCoordP2uiv (GLenum type, const GLuint *coords);
GLAPI void APIENTRY glTexCoordP3ui (GLenum type, GLuint coords);
GLAPI void APIENTRY glTexCoordP3uiv (GLenum type, const GLuint *coords);
GLAPI void APIENTRY glTexCoordP4ui (GLenum type, GLuint coords);
GLAPI void APIENTRY glTexCoordP4uiv (GLenum type, const GLuint *coords);
GLAPI void APIENTRY glMultiTexCoordP1ui (GLenum texture, GLenum type, GLuint coords);
GLAPI void APIENTRY glMultiTexCoordP1uiv (GLenum texture, GLenum type, const GLuint *coords);
GLAPI void APIENTRY glMultiTexCoordP2ui (GLenum texture, GLenum type, GLuint coords);
GLAPI void APIENTRY glMultiTexCoordP2uiv (GLenum texture, GLenum type, const GLuint *coords);
GLAPI void APIENTRY glMultiTexCoordP3ui (GLenum texture, GLenum type, GLuint coords);
GLAPI void APIENTRY glMultiTexCoordP3uiv (GLenum texture, GLenum type, const GLuint *coords);
GLAPI void APIENTRY glMultiTexCoordP4ui (GLenum texture, GLenum type, GLuint coords);
GLAPI void APIENTRY glMultiTexCoordP4uiv (GLenum texture, GLenum type, const GLuint *coords);
GLAPI void APIENTRY glNormalP3ui (GLenum type, GLuint coords);
GLAPI void APIENTRY glNormalP3uiv (GLenum type, const GLuint *coords);
GLAPI void APIENTRY glColorP3ui (GLenum type, GLuint color);
GLAPI void APIENTRY glColorP3uiv (GLenum type, const GLuint *color);
GLAPI void APIENTRY glColorP4ui (GLenum type, GLuint color);
GLAPI void APIENTRY glColorP4uiv (GLenum type, const GLuint *color);
GLAPI void APIENTRY glSecondaryColorP3ui (GLenum type, GLuint color);
GLAPI void APIENTRY glSecondaryColorP3uiv (GLenum type, const GLuint *color);

The following constants are missing and have been defined::

#define GL_POLYGON_MODE 0x0B40

Changelog
=========

The following versions introduced noteworthy features, bug fixes, or API changes:

version 0.1.7
-----------
- Fix GLUT modifier key functions.
- Add rudimentary support for ``glReadPixels`` on ``Context`` objects.
- Fix glActiveTexture call when calling bind() on already bound ``Texture``.

version 0.1.6
-------------
- Add support for depth and stencil textures.
- Additional examples.
- Python 3 compatibility (built distribution only, not build script).
- Add GLX and dummy contexts (GLX context via separate glxcontext package), GLX is now the default if available.
- Fix ``Framebuffer`` viewport.
- Rename and add parameters to copy pipeline.
- Add convenience matrix functions.
- Fix setattr bug in ``Pipeline``.

version 0.1.5
-------------
- Add support for integer sampler types in ``glitter.convenience``.

version 0.1.4
-------------
- ``Framebuffer``\s expect attributes as separate ``__init__()`` parameters instead of a list.
- Implement mesh loading from HDF5.
- Fix context bugs in ``VertexArray``, ``Pipeline``, and ``ShaderProgram``.
- Fix shader proxies in ``Pipeline``.
- ``Pipeline`` now uses the currently bound framebuffer instead of the default framebuffer.
- Add context properties to ``Pipeline``.

version 0.1.3
-------------

- Introduce literate example programs.
- ``ArrayBuffer``\s determine the primitive type and check the buffer dimensions separately.
- ``GLObject``\s accept a ``context`` parameter to ``__init__()``.
- ``VertexArray``\s expect attributes as separate ``__init__()`` parameters instead of a list.
- Fix bug in ``ContextManger`` (did not call ``_bind()``) and add caching.
- Cast parameters that should be ``EnumConstant``\s into the appropriate types and accept constant names in addition to constant objects.
- Add Qt support via PySide or PyQt4.
- Add plausibility checks to avoid huge memory allocation when a ``Context`` object was created without a valid OpenGL context.
- Make color and modelview matrix optional in ``defaultpipeline``.

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