glitter
is an intuitive wrapper around OpenGL 3 and up.
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()
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.
gccxml: http://www.gccxml.org
ctypeslib: http://pypi.python.org/pypi/ctypeslib
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
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
The following versions introduced noteworthy features, bug fixes, or API changes:
install_requires
in setup script.glReadPixels
on Context
objects.Texture
.Framebuffer
viewport.Pipeline
.glitter.convenience
.Framebuffer
\s expect attributes as separate __init__()
parameters instead of a list.VertexArray
, Pipeline
, and ShaderProgram
.Pipeline
.Pipeline
now uses the currently bound framebuffer instead of the default framebuffer.Pipeline
.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.ContextManger
(did not call _bind()
) and add caching.EnumConstant
\s into the appropriate types and accept constant names in addition to constant objects.Context
object was created without a valid OpenGL context.defaultpipeline
.