ModernGL¶
ModernGL is a high performance rendering module for Python.
Installation¶
Install ModernGL with pip:
$ pip install ModernGL
Version check:
$ python -m moderngl --version # 5.0.0 and above
$ python -m ModernGL --version # before 5.0.0
Note
- The package name is “ModernGL” for ModernGL<5.0.0
- The package name is “moderngl” for ModernGL>=5.0.0
Reference¶
Context¶
-
class
moderngl.
Context
¶ Class exposing OpenGL features. ModernGL objects can be created from this class.
Create¶
-
moderngl.
create_context
(require=None) → Context¶ Create a ModernGL context by loading OpenGL functions from an existing OpenGL context. An OpenGL context must exists. If rendering is done without a window please use the
create_standalone_context()
instead.Keyword Arguments: require (int) – OpenGL version code. Returns: Context
object
ModernGL Objects¶
-
Context.
program
(vertex_shader, fragment_shader=None, geometry_shader=None, tess_control_shader=None, tess_evaluation_shader=None, varyings=()) → Program¶ Create a
Program
object.Only linked programs will be returned.
A single shader in the shaders parameter is also accepted. The varyings are only used when a transform program is created.
Parameters: - shaders (list) – A list of
Shader
objects. - varyings (list) – A list of varying names.
Returns: Program
object- shaders (list) – A list of
-
Context.
simple_vertex_array
(program, buffer, *attributes, index_buffer=None, index_element_size=4) → VertexArray¶ Create a
VertexArray
object.Parameters: Keyword Arguments: - index_element_size (int) – byte size of each index element, 1, 2 or 4.
- index_buffer (Buffer) – An index buffer.
Returns: VertexArray
object
-
Context.
vertex_array
(program, content, index_buffer=None, index_element_size=4, skip_errors=False) → VertexArray¶ Create a
VertexArray
object.Parameters: Keyword Arguments: - index_element_size (int) – byte size of each index element, 1, 2 or 4.
- skip_errors (bool) – Ignore skip_errors varyings.
Returns: VertexArray
object
-
Context.
buffer
(data=None, reserve=0, dynamic=False) → Buffer¶ Create a
Buffer
object.Parameters: data (bytes) – Content of the new buffer.
Keyword Arguments: - reserve (int) – The number of bytes to reserve.
- dynamic (bool) – Treat buffer as dynamic.
Returns: Buffer
object
-
Context.
texture
(size, components, data=None, samples=0, alignment=1, dtype='f1') → Texture¶ Create a
Texture
object.Parameters: - size (tuple) – The width and height of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: Texture
object
-
Context.
depth_texture
(size, data=None, samples=0, alignment=4) → Texture¶ Create a
Texture
object.Parameters: - size (tuple) – The width and height of the texture.
- data (bytes) – Content of the texture.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- alignment (int) – The byte alignment 1, 2, 4 or 8.
Returns: Texture
object
-
Context.
texture3d
(size, components, data=None, alignment=1, dtype='f1') → Texture3D¶ Create a
Texture3D
object.Parameters: - size (tuple) – The width, height and depth of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: Texture3D
object
-
Context.
texture_array
(size, components, data=None, alignment=1, dtype='f1') → TextureArray¶ Create a
TextureArray
object.Parameters: - size (tuple) – The width, height and layers of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: Texture3D
object
-
Context.
texture_cube
(size, components, data=None, alignment=1, dtype='f1') → TextureCube¶ Create a
TextureCube
object.Parameters: - size (tuple) – The width, height and depth of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: TextureCube
object
-
Context.
simple_framebuffer
(size, components=4, samples=0, dtype='f1') → Framebuffer¶ A
Framebuffer
is a collection of buffers that can be used as the destination for rendering. The buffers for Framebuffer objects reference images from either Textures or Renderbuffers.Parameters: - size (tuple) – The width and height of the renderbuffer.
- components (int) – The number of components 1, 2, 3 or 4.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- dtype (str) – Data type.
Returns: Framebuffer
object
-
Context.
framebuffer
(color_attachments=(), depth_attachment=None) → Framebuffer¶ A
Framebuffer
is a collection of buffers that can be used as the destination for rendering. The buffers for Framebuffer objects reference images from either Textures or Renderbuffers.Parameters: - color_attachments (list) – A list of
Texture
orRenderbuffer
objects. - depth_attachment (Renderbuffer or Texture) – The depth attachment.
Returns: Framebuffer
object- color_attachments (list) – A list of
-
Context.
renderbuffer
(size, components=4, samples=0, dtype='f1') → Renderbuffer¶ Renderbuffer
objects are OpenGL objects that contain images. They are created and used specifically withFramebuffer
objects.Parameters: - size (tuple) – The width and height of the renderbuffer.
- components (int) – The number of components 1, 2, 3 or 4.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- dtype (str) – Data type.
Returns: Renderbuffer
object
-
Context.
depth_renderbuffer
(size, samples=0) → Renderbuffer¶ Renderbuffer
objects are OpenGL objects that contain images. They are created and used specifically withFramebuffer
objects.Parameters: size (tuple) – The width and height of the renderbuffer. Keyword Arguments: samples (int) – The number of samples. Value 0 means no multisample format. Returns: Renderbuffer
object
-
Context.
scope
(framebuffer, enable_only=None, textures=(), uniform_buffers=(), storage_buffers=()) → Scope¶ Create a
Scope
object.Parameters: - framebuffer (Framebuffer) – The framebuffer to use when entering.
- enable_only (int) – The enable_only flags to set when entering.
Keyword Arguments: - textures (list) – List of (texture, binding) tuples.
- uniform_buffers (list) – List of (buffer, binding) tuples.
- storage_buffers (list) – List of (buffer, binding) tuples.
-
Context.
query
(samples=False, any_samples=False, time=False, primitives=False) → Query¶ Create a
Query
object.Keyword Arguments: - samples (bool) – Query
GL_SAMPLES_PASSED
or not. - any_samples (bool) – Query
GL_ANY_SAMPLES_PASSED
or not. - time (bool) – Query
GL_TIME_ELAPSED
or not. - primitives (bool) – Query
GL_PRIMITIVES_GENERATED
or not.
- samples (bool) – Query
-
Context.
compute_shader
(source) → ComputeShader¶ A
ComputeShader
is a Shader Stage that is used entirely for computing arbitrary information. While it can do rendering, it is generally used for tasks not directly related to drawing.Parameters: source (str) – The source of the compute shader. Returns: ComputeShader
object
Methods¶
-
Context.
clear
(red=0.0, green=0.0, blue=0.0, alpha=0.0, depth=1.0, viewport=None)¶ Clear the bound framebuffer. By default clears the
screen
.If the viewport is not
None
then scrissor test will be used to clear the given viewport.If the viewport is a 2-tuple it will clear the
(0, 0, width, height)
where(width, height)
is the 2-tuple.If the viewport is a 4-tuple it will clear the given viewport.
Parameters: - red (float) – color component.
- green (float) – color component.
- blue (float) – color component.
- alpha (float) – alpha component.
- depth (float) – depth value.
Keyword Arguments: viewport (tuple) – The viewport.
-
Context.
enable_only
(flags)¶ Enable flags.
moderngl.NOTHING
moderngl.BLEND
moderngl.DEPTH_TEST
moderngl.CULL_FACE
moderngl.RASTERIZER_DISCARD
Parameters: flags (EnableFlag) – The flags to enable. Unset flags will be disabled.
-
Context.
enable
(flags)¶ Enable flags.
For valid flags, please see
enable_only()
.Parameters: flag (int) – The flags to enable.
-
Context.
disable
(flags)¶ Disable flags.
For valid flags, please see
enable_only()
.Parameters: flag (int) – The flags to disable.
-
Context.
finish
()¶ Wait for all drawing commands to finish.
-
Context.
copy_buffer
(dst, src, size=-1, read_offset=0, write_offset=0)¶ Copy buffer content.
Parameters: Keyword Arguments: - read_offset (int) – The read offset.
- write_offset (int) – The write offset.
-
Context.
copy_framebuffer
(dst, src)¶ Copy framebuffer content.
Use this method to:
- blit framebuffers.
- copy framebuffer content into a texture.
- downsample framebuffers. (it will allow to read the framebuffer’s content)
- downsample a framebuffer directly to a texture.
Parameters: - dst (Framebuffer or Texture) – Destination framebuffer or texture.
- src (Framebuffer) – Source framebuffer.
-
Context.
detect_framebuffer
(glo=None) → Framebuffer¶ Detect framebuffer.
Parameters: glo (int) – Framebuffer object. Returns: Framebuffer
object
Attributes¶
-
Context.
line_width
¶ float – Set the default line width.
-
Context.
point_size
¶ float – Set the default point size.
-
Context.
depth_func
¶ int – Set the default depth func.
-
Context.
blend_func
¶ tuple – Set the blend depth func.
-
Context.
viewport
¶ tuple – The viewport.
-
Context.
version_code
¶ int – The OpenGL version code.
-
Context.
screen
¶ Framebuffer – The default framebuffer.
-
Context.
fbo
¶ Framebuffer – The active framebuffer.
-
Context.
front_face
¶ str – The front_face.
-
Context.
wireframe
¶ bool – Wireframe settings for debugging.
-
Context.
max_samples
¶ int – The max samples.
-
Context.
max_integer_samples
¶ int – The max integer samples.
-
Context.
max_texture_units
¶ int – The max texture units.
-
Context.
default_texture_unit
¶ int – The default texture unit.
-
Context.
multisample
¶ bool – Multisample.
-
Context.
patch_vertices
¶ int – The number of vertices that will be used to make up a single patch primitive.
-
Context.
error
¶ str – The result of glGetError() but human readable. This values is provided for debug purposes only.
-
Context.
info
¶ dict – The result of multiple glGet.
Examples¶
ModernGL Context¶
import moderngl
# create a window
ctx = moderngl.create_context()
print(ctx.version_code)
Standalone ModernGL Context¶
import moderngl
ctx = moderngl.create_standalone_context()
print(ctx.version_code)
ContextManager¶
context_manager.py
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 | import moderngl
class ContextManager:
ctx = None
@staticmethod
def get_default_context(allow_fallback_standalone_context=True) -> moderngl.Context:
'''
Default context
'''
if ContextManager.ctx is None:
try:
ContextManager.ctx = moderngl.create_context()
except moderngl.Error:
if allow_fallback_standalone_context:
ContextManager.ctx = moderngl.create_standalone_context()
else:
raise
return ContextManager.ctx
|
example.py
1 2 3 4 | from context_manager import ContextManager
ctx = ContextManager.get_default_context()
print(ctx.version_code)
|
Buffer¶
-
class
moderngl.
Buffer
¶ Buffer objects are OpenGL objects that store an array of unformatted memory allocated by the OpenGL context, (data allocated on the GPU). These can be used to store vertex data, pixel data retrieved from images or the framebuffer, and a variety of other things.
A Buffer object cannot be instantiated directly, it requires a context. Use
Context.buffer()
to create one.Copy buffer content using
Context.copy_buffer()
.
Create¶
Methods¶
-
Buffer.
write
(data, offset=0)¶ Write the content.
Parameters: data (bytes) – The data. Keyword Arguments: offset (int) – The offset.
-
Buffer.
write_chunks
(data, start, step, count)¶ Split data to count equal parts.
Write the chunks using offsets calculated from start, step and stop.
Parameters: - data (bytes) – The data.
- start (int) – First offset.
- step (int) – Offset increment.
- count (int) – The number of offsets.
-
Buffer.
read
(size=-1, offset=0) → bytes¶ Read the content.
Parameters: size (int) – The size. Value -1
means all.Keyword Arguments: offset (int) – The offset. Returns: bytes
-
Buffer.
read_into
(buffer, size=-1, offset=0, write_offset=0)¶ Read the content into a buffer.
Parameters: - buffer (bytarray) – The buffer that will receive the content.
- size (int) – The size. Value
-1
means all.
Keyword Arguments: - offset (int) – The read offset.
- write_offset (int) – The write offset.
-
Buffer.
read_chunks
(chunk_size, start, step, count) → bytes¶ Read the content.
Read and concatenate the chunks of size chunk_size using offsets calculated from start, step and stop.
Parameters: - chunk_size (int) – The chunk size.
- start (int) – First offset.
- step (int) – Offset increment.
- count (int) – The number of offsets.
Returns: bytes
-
Buffer.
read_chunks_into
(buffer, chunk_size, start, step, count, write_offset=0)¶ Read the content.
Read and concatenate the chunks of size chunk_size using offsets calculated from start, step and stop.
Parameters: - buffer (bytarray) – The buffer that will receive the content.
- chunk_size (int) – The chunk size.
- start (int) – First offset.
- step (int) – Offset increment.
- count (int) – The number of offsets.
Keyword Arguments: write_offset (int) – The write offset.
-
Buffer.
clear
(size=-1, offset=0, chunk=None)¶ Clear the content.
Parameters: size (int) – The size. Value
-1
means all.Keyword Arguments: - offset (int) – The offset.
- chunk (bytes) – The chunk to use repeatedly.
-
Buffer.
bind_to_uniform_block
(binding=0, offset=0, size=-1)¶ Bind the buffer to a uniform block.
Parameters: binding (int) – The uniform block binding.
Keyword Arguments: - offset (int) – The offset.
- size (int) – The size. Value
-1
means all.
-
Buffer.
bind_to_storage_buffer
(binding=0, offset=0, size=-1)¶ Bind the buffer to a shader storage buffer.
Parameters: binding (int) – The shader storage binding.
Keyword Arguments: - offset (int) – The offset.
- size (int) – The size. Value
-1
means all.
-
Buffer.
orphan
()¶ Orphan the buffer.
It is also called buffer re-specification.
Reallocate the buffer object before you start modifying it.
Since allocating storage is likely faster than the implicit synchronization, you gain significant performance advantages over synchronization.
The old storage will still be used by the OpenGL commands that have been sent previously. It is likely that the GL driver will not be doing any allocation at all, but will just be pulling an old free block off the unused buffer queue and use it, so it is likely to be very efficient.
Example
# For simplicity the VertexArray creation is omitted >>> vbo = ctx.buffer(reserve=1024) # Fill the buffer >>> vbo.write(some_temorary_data) # Issue a render call that uses the vbo >>> vao.render(...) # Orphan the buffer >>> vbo.orphan() # Issue another render call without waiting for the previous one >>> vbo.write(some_temorary_data) >>> vao.render(...)
VertexArray¶
-
class
moderngl.
VertexArray
¶ A VertexArray object is an OpenGL object that stores all of the state needed to supply vertex data. It stores the format of the vertex data as well as the Buffer objects providing the vertex data arrays.
In ModernGL, the VertexArray object also stores a reference for a
Program
object, and some Subroutine information.A VertexArray object cannot be instantiated directly, it requires a context. Use
Context.vertex_array()
orContext.simple_vertex_array()
to create one.Note
Compared to OpenGL,
VertexArray
objects have some additional responsibilities:- Binding a
Program
whenVertexArray.render()
orVertexArray.transform()
is called. - Subroutines can be assigned. Please see the example below.
- Binding a
Create¶
-
Context.
simple_vertex_array
(program, buffer, *attributes, index_buffer=None, index_element_size=4) → VertexArray Create a
VertexArray
object.Parameters: Keyword Arguments: - index_element_size (int) – byte size of each index element, 1, 2 or 4.
- index_buffer (Buffer) – An index buffer.
Returns: VertexArray
object
-
Context.
vertex_array
(program, content, index_buffer=None, index_element_size=4, skip_errors=False) → VertexArray Create a
VertexArray
object.Parameters: Keyword Arguments: - index_element_size (int) – byte size of each index element, 1, 2 or 4.
- skip_errors (bool) – Ignore skip_errors varyings.
Returns: VertexArray
object
Methods¶
-
VertexArray.
render
(mode=None, vertices=-1, first=0, instances=1)¶ The render primitive (mode) must be the same as the input primitive of the GeometryShader.
Parameters: - mode (int) – By default
TRIANGLES
will be used. - vertices (int) – The number of vertices to transform.
Keyword Arguments: - first (int) – The index of the first vertex to start with.
- instances (int) – The number of instances.
- mode (int) – By default
-
VertexArray.
render_indirect
(buffer, mode=None, count=-1, first=0)¶ The render primitive (mode) must be the same as the input primitive of the GeometryShader.
The draw commands are 5 integers: (count, instanceCount, firstIndex, baseVertex, baseInstance).
Parameters: - buffer (Buffer) – Indirect drawing commands.
- mode (int) – By default
TRIANGLES
will be used. - count (int) – The number of draws.
Keyword Arguments: first (int) – The index of the first indirect draw command.
-
VertexArray.
transform
(buffer, mode=None, vertices=-1, first=0, instances=1)¶ Transform vertices. Stores the output in a single buffer. The transform primitive (mode) must be the same as the input primitive of the GeometryShader.
Parameters: - buffer (Buffer) – The buffer to store the output.
- mode (int) – By default
POINTS
will be used. - vertices (int) – The number of vertices to transform.
Keyword Arguments: - first (int) – The index of the first vertex to start with.
- instances (int) – The number of instances.
-
VertexArray.
bind
(attribute, cls, buffer, fmt, offset=0, stride=0, divisor=0, normalize=False)¶ Bind individual attributes to buffers.
Parameters: - location (int) – The attribute location.
- cls (str) – The attribute class. Valid values are
f
,i
ord
. - buffer (Buffer) – The buffer.
- format (str) – The buffer format.
Keyword Arguments: - offset (int) – The offset.
- stride (int) – The stride.
- divisor (int) – The divisor.
- normalize (bool) – The normalize parameter, if applicable.
Attributes¶
-
VertexArray.
program
¶ Program – The program assinged to the VertexArray. The program used when rendering or transforming primitives.
-
VertexArray.
index_buffer
¶ Buffer – The index buffer if the index_buffer is set, otherwise
None
.
-
VertexArray.
index_element_size
¶ int – The byte size of each element in the index buffer
-
VertexArray.
vertices
¶ int – The number of vertices detected. This is the minimum of the number of vertices possible per Buffer. The size of the index_buffer determines the number of vertices. Per instance vertex attributes does not affect this number.
-
VertexArray.
subroutines
¶ tuple – The subroutines assinged to the VertexArray. The subroutines used when rendering or transforming primitives.
-
VertexArray.
glo
¶ int – The internal OpenGL object. This values is provided for debug purposes only.
Program¶
-
class
moderngl.
Program
¶ A Program object represents fully processed executable code in the OpenGL Shading Language, for one or more Shader stages.
In ModernGL, a Program object can be assigned to
VertexArray
objects. The VertexArray object is capable of binding the Program object once theVertexArray.render()
orVertexArray.transform()
is called.Program objects has no method called
use()
, VertexArrays encapsulate this mechanism.A Program object cannot be instantiated directly, it requires a context. Use
Context.program()
to create one.
Create¶
-
Context.
program
(vertex_shader, fragment_shader=None, geometry_shader=None, tess_control_shader=None, tess_evaluation_shader=None, varyings=()) → Program Create a
Program
object.Only linked programs will be returned.
A single shader in the shaders parameter is also accepted. The varyings are only used when a transform program is created.
Parameters: - shaders (list) – A list of
Shader
objects. - varyings (list) – A list of varying names.
Returns: Program
object- shaders (list) – A list of
Methods¶
-
Program.
get
(key, default) → Union[Uniform, UniformBlock, Subroutine, Attribute, Varying]¶ Returns a Uniform, UniformBlock, Subroutine, Attribute or Varying.
Parameters: default – This is the value to be returned in case key does not exist. Returns: Uniform
,UniformBlock
,Subroutine
,Attribute
orVarying
Attributes¶
-
Program.
geometry_input
¶ int – The geometry input primitive. The GeometryShader’s input primitive if the GeometryShader exists. The geometry input primitive will be used for validation.
-
Program.
geometry_output
¶ int – The geometry output primitive. The GeometryShader’s output primitive if the GeometryShader exists.
-
Program.
geometry_vertices
¶ int – The maximum number of vertices that the geometry shader will output.
-
Program.
subroutines
¶ tuple – The subroutine uniforms.
-
Program.
glo
¶ int – The internal OpenGL object. This values is provided for debug purposes only.
Examples¶
A simple program designed for rendering
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | my_render_program = ctx.program(
vertex_shader='''
#version 330
in vec2 vert;
void main() {
gl_Position = vec4(vert, 0.0, 1.0);
}
''',
fragment_shader='''
#version 330
out vec4 color;
void main() {
color = vec4(0.3, 0.5, 1.0, 1.0);
}
''',
)
|
A simple program designed for transforming
1 2 3 4 5 6 7 8 9 10 11 12 13 | my_transform_program = ctx.program(
vertex_shader='''
#version 330
in vec4 vert;
out float vert_length;
void main() {
vert_length = length(vert);
}
''',
varyings=['vert_length']
)
|
Program Members¶
Uniform¶
-
class
moderngl.
Uniform
¶ A uniform is a global GLSL variable declared with the “uniform” storage qualifier. These act as parameters that the user of a shader program can pass to that program.
In ModernGL, Uniforms can be accessed using
Program.uniforms
Methods¶
-
Uniform.
read
() → bytes¶ Read the value of the uniform.
-
Uniform.
write
(data)¶ Write the value of the uniform.
Attributes¶
-
Uniform.
location
¶ int – The location of the uniform. The location holds the value returned by the glGetUniformLocation. To set the value of the uniform use the
value
instead.
-
Uniform.
dimension
¶ int – The dimension of the uniform.
GLSL type dimension sampler2D 1 sampler2DCube 1 sampler2DShadow 1 bool 1 bvec2 2 bvec3 3 bvec4 4 int 1 ivec2 2 ivec3 3 ivec4 4 uint 1 uvec2 2 uvec3 3 uvec4 4 float 1 vec2 2 vec3 3 vec4 4 double 1 dvec2 2 dvec3 3 dvec4 4 mat2 4 mat2x3 6 mat2x4 8 mat3x2 6 mat3 9 mat3x4 12 mat4x2 8 mat4x3 12 mat4 16 dmat2 4 dmat2x3 6 dmat2x4 8 dmat3x2 6 dmat3 9 dmat3x4 12 dmat4x2 8 dmat4x3 12 dmat4 16
-
Uniform.
array_length
¶ int – The length of the array of the uniform. The array_length is 1 for non array uniforms.
-
Uniform.
name
¶ str – The name of the uniform. The name does not contain leading [0]. The name may contain [ ] when the uniform is part of a struct.
-
Uniform.
value
¶ The value of the uniform. Reading the value of the uniform may force the GPU to sync.
The value must be a tuple for non array uniforms. The value must be a list of tuples for array uniforms.
UniformBlock¶
-
class
moderngl.
UniformBlock
¶
-
UniformBlock.
binding
¶ int – The binding of the uniform block.
-
UniformBlock.
name
¶ str – The name of the uniform block.
-
UniformBlock.
index
¶ int – The index of the uniform block.
-
UniformBlock.
size
¶ int – The size of the uniform block.
Subroutine¶
-
class
moderngl.
Subroutine
¶ This class represents a program subroutine.
-
Subroutine.
index
¶ int – The index of the subroutine.
-
Subroutine.
name
¶ str – The name of the subroutine.
Attribute¶
-
class
moderngl.
Attribute
¶ This class represents a program attribute.
-
Attribute.
location
¶ int – The location of the attribute. The result of the glGetAttribLocation.
-
Attribute.
array_length
¶ int – If the attribute is an array the array_length is the length of the array otherwise 1.
-
Attribute.
dimension
¶ int – The attribute dimension.
GLSL type dimension int 1 ivec2 2 ivec3 3 ivec4 4 uint 1 uvec2 2 uvec3 3 uvec4 4 float 1 vec2 2 vec3 3 vec4 4 double 1 dvec2 2 dvec3 3 dvec4 4 mat2 4 mat2x3 6 mat2x4 8 mat3x2 6 mat3 9 mat3x4 12 mat4x2 8 mat4x3 12 mat4 16 dmat2 4 dmat2x3 6 dmat2x4 8 dmat3x2 6 dmat3 9 dmat3x4 12 dmat4x2 8 dmat4x3 12 dmat4 16
-
Attribute.
shape
¶ str – The shape is a single character, representing the scalar type of the attriute.
shape GLSL types 'i'
int ivec2 ivec3 ivec4 'I'
uint uvec2 uvec3 uvec4 'f'
float vec2 vec3 vec4 mat2 mat3 mat4 mat2x3 mat2x4 mat3x4 mat4x2 mat4x2 mat4x3 'd'
double dvec2 dvec3 dvec4 dmat2 dmat3 dmat4 dmat2x3 dmat2x4 dmat3x4 dmat4x2 dmat4x2 dmat4x3
-
Attribute.
name
¶ str – The attribute name. The name will be filtered to have no array syntax on it’s end. Attribute name without
'[0]'
ending if any.
Texture¶
-
class
moderngl.
Texture
¶ A Texture is an OpenGL object that contains one or more images that all have the same image format. A texture can be used in two ways. It can be the source of a texture access from a Shader, or it can be used as a render target.
A Texture object cannot be instantiated directly, it requires a context. Use
Context.texture()
orContext.depth_texture()
to create one.
Create¶
-
Context.
texture
(size, components, data=None, samples=0, alignment=1, dtype='f1') → Texture Create a
Texture
object.Parameters: - size (tuple) – The width and height of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: Texture
object
-
Context.
depth_texture
(size, data=None, samples=0, alignment=4) → Texture Create a
Texture
object.Parameters: - size (tuple) – The width and height of the texture.
- data (bytes) – Content of the texture.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- alignment (int) – The byte alignment 1, 2, 4 or 8.
Returns: Texture
object
Methods¶
-
Texture.
read
(level=0, alignment=1) → bytes¶ Read the content of the texture into a buffer.
Keyword Arguments: - level (int) – The mipmap level.
- alignment (int) – The byte alignment of the pixels.
Returns: bytes
-
Texture.
read_into
(buffer, level=0, alignment=1, write_offset=0)¶ Read the content of the texture into a buffer.
Parameters: buffer (bytearray) – The buffer that will receive the pixels.
Keyword Arguments: - level (int) – The mipmap level.
- alignment (int) – The byte alignment of the pixels.
- write_offset (int) – The write offset.
-
Texture.
write
(data, viewport=None, level=0, alignment=1)¶ Update the content of the texture.
Parameters: - data (bytes) – The pixel data.
- viewport (tuple) – The viewport.
Keyword Arguments: - level (int) – The mipmap level.
- alignment (int) – The byte alignment of the pixels.
-
Texture.
build_mipmaps
(base=0, max_level=1000)¶ Generate mipmaps.
-
Texture.
use
(location=0)¶ Bind the texture.
Parameters: location (int) – The texture location. Same as the integer value that is used for sampler2D uniforms in the shaders. The value 0
will bind the texture to theGL_TEXTURE0
binding point.
Attributes¶
-
Texture.
repeat_x
¶ bool – The repeat_x of the texture.
-
Texture.
repeat_y
¶ bool – The repeat_y of the texture.
-
Texture.
filter
¶ tuple – The filter of the texture.
-
Texture.
swizzle
¶ str – The swizzle of the texture.
-
Texture.
compare_func
¶ tuple – The compare function of the depth texture.
-
Texture.
width
¶ int – The width of the texture.
-
Texture.
height
¶ int – The height of the texture.
-
Texture.
size
¶ tuple – The size of the texture.
-
Texture.
dtype
¶ str – Data type.
-
Texture.
components
¶ int – The number of components of the texture.
-
Texture.
samples
¶ int – The number of samples of the texture.
-
Texture.
depth
¶ bool – Is the texture a depth texture?
-
Texture.
glo
¶ int – The internal OpenGL object. This values is provided for debug purposes only.
Texture3D¶
-
class
moderngl.
Texture3D
¶ A Texture is an OpenGL object that contains one or more images that all have the same image format. A texture can be used in two ways. It can be the source of a texture access from a Shader, or it can be used as a render target.
A Texture3D object cannot be instantiated directly, it requires a context. Use
Context.texture3d()
to create one.
Create¶
-
Context.
texture3d
(size, components, data=None, alignment=1, dtype='f1') → Texture3D Create a
Texture3D
object.Parameters: - size (tuple) – The width, height and depth of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: Texture3D
object
Methods¶
-
Texture3D.
read
(alignment=1) → bytes¶ Read the content of the texture into a buffer.
Keyword Arguments: alignment (int) – The byte alignment of the pixels. Returns: bytes
-
Texture3D.
read_into
(buffer, alignment=1, write_offset=0)¶ Read the content of the texture into a buffer.
Parameters: buffer (bytearray) – The buffer that will receive the pixels.
Keyword Arguments: - alignment (int) – The byte alignment of the pixels.
- write_offset (int) – The write offset.
-
Texture3D.
write
(data, viewport=None, alignment=1)¶ Update the content of the texture.
Parameters: - data (bytes) – The pixel data.
- viewport (tuple) – The viewport.
Keyword Arguments: alignment (int) – The byte alignment of the pixels.
-
Texture3D.
build_mipmaps
(base=0, max_level=1000)¶ Generate mipmaps.
-
Texture3D.
use
(location=0)¶ Bind the texture.
Parameters: location (int) – The texture location. Same as the integer value that is used for sampler3D uniforms in the shaders. The value 0
will bind the texture to theGL_TEXTURE0
binding point.
Attributes¶
-
Texture3D.
repeat_x
¶ bool – The repeat_x of the texture.
-
Texture3D.
repeat_y
¶ bool – The repeat_y of the texture.
-
Texture3D.
repeat_z
¶ bool – The repeat_z of the texture.
-
Texture3D.
filter
¶ tuple – The filter of the texture.
-
Texture3D.
swizzle
¶ str – The swizzle of the texture.
-
Texture3D.
width
¶ int – The width of the texture.
-
Texture3D.
height
¶ int – The height of the texture.
-
Texture3D.
depth
¶ int – The depth of the texture.
-
Texture3D.
size
¶ tuple – The size of the texture.
-
Texture3D.
dtype
¶ str – Data type.
-
Texture3D.
components
¶ int – The number of components of the texture.
-
Texture3D.
glo
¶ int – The internal OpenGL object. This values is provided for debug purposes only.
TextureCube¶
-
class
moderngl.
TextureCube
¶ A Texture is an OpenGL object that contains one or more images that all have the same image format. A texture can be used in two ways. It can be the source of a texture access from a Shader, or it can be used as a render target.
A Texture3D object cannot be instantiated directly, it requires a context. Use
Context.texture_cube()
to create one.
Create¶
-
Context.
texture_cube
(size, components, data=None, alignment=1, dtype='f1') → TextureCube Create a
TextureCube
object.Parameters: - size (tuple) – The width, height and depth of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: TextureCube
object
Methods¶
-
TextureCube.
read
(face, alignment=1) → bytes¶ Read a face from the cubemap texture.
Parameters: face (int) – The face to read. Keyword Arguments: alignment (int) – The byte alignment of the pixels.
-
TextureCube.
read_into
(buffer, face, alignment=1, write_offset=0)¶ Read a face from the cubemap texture.
Parameters: - buffer (bytearray) – The buffer that will receive the pixels.
- face (int) – The face to read.
Keyword Arguments: - alignment (int) – The byte alignment of the pixels.
- write_offset (int) – The write offset.
-
TextureCube.
write
(face, data, viewport=None, alignment=1)¶ Update the content of the texture.
Parameters: - face (int) – The face to update.
- data (bytes) – The pixel data.
- viewport (tuple) – The viewport.
Keyword Arguments: alignment (int) – The byte alignment of the pixels.
-
TextureCube.
use
(location=0)¶ Bind the cubemap texture.
Parameters: location (int) – The texture location. Same as the integer value that is used for sampler3D uniforms in the shaders. The value 0
will bind the texture to theGL_TEXTURE0
binding point.
Framebuffer¶
-
class
moderngl.
Framebuffer
¶ A
Framebuffer
is a collection of buffers that can be used as the destination for rendering. The buffers for Framebuffer objects reference images from either Textures or Renderbuffers.Create a
Framebuffer
usingContext.framebuffer()
.
Create¶
-
Context.
simple_framebuffer
(size, components=4, samples=0, dtype='f1') → Framebuffer A
Framebuffer
is a collection of buffers that can be used as the destination for rendering. The buffers for Framebuffer objects reference images from either Textures or Renderbuffers.Parameters: - size (tuple) – The width and height of the renderbuffer.
- components (int) – The number of components 1, 2, 3 or 4.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- dtype (str) – Data type.
Returns: Framebuffer
object
-
Context.
framebuffer
(color_attachments=(), depth_attachment=None) → Framebuffer A
Framebuffer
is a collection of buffers that can be used as the destination for rendering. The buffers for Framebuffer objects reference images from either Textures or Renderbuffers.Parameters: - color_attachments (list) – A list of
Texture
orRenderbuffer
objects. - depth_attachment (Renderbuffer or Texture) – The depth attachment.
Returns: Framebuffer
object- color_attachments (list) – A list of
Methods¶
-
Framebuffer.
clear
(red=0.0, green=0.0, blue=0.0, alpha=0.0, depth=1.0, viewport=None)¶ Clear the framebuffer.
If the viewport is not
None
then scrissor test will be used to clear the given viewport.If the viewport is a 2-tuple it will clear the
(0, 0, width, height)
where(width, height)
is the 2-tuple.If the viewport is a 4-tuple it will clear the given viewport.
Parameters: - red (float) – color component.
- green (float) – color component.
- blue (float) – color component.
- alpha (float) – alpha component.
- depth (float) – depth value.
Keyword Arguments: viewport (tuple) – The viewport.
-
Framebuffer.
read
(viewport=None, components=3, attachment=0, alignment=1, dtype='f1') → bytes¶ Read the content of the framebuffer.
Parameters: - viewport (tuple) – The viewport.
- components (int) – The number of components to read.
Keyword Arguments: - attachment (int) – The color attachment.
- alignment (int) – The byte alignment of the pixels.
- dtype (str) – Data type.
Returns: bytes
-
Framebuffer.
read_into
(buffer, viewport=None, components=3, attachment=0, alignment=1, dtype='f1', write_offset=0)¶ Read the content of the framebuffer into a buffer.
Parameters: - buffer (bytearray) – The buffer that will receive the pixels.
- viewport (tuple) – The viewport.
- components (int) – The number of components to read.
Keyword Arguments: - attachment (int) – The color attachment.
- alignment (int) – The byte alignment of the pixels.
- dtype (str) – Data type.
- write_offset (int) – The write offset.
-
Framebuffer.
use
()¶ Bind the framebuffer. Set the target for the
VertexArray.render()
.
Attributes¶
-
Framebuffer.
viewport
¶ tuple – The viewport of the framebuffer.
-
Framebuffer.
color_mask
¶ tuple – The color mask of the framebuffer.
-
Framebuffer.
depth_mask
¶ tuple – The depth mask of the framebuffer.
-
Framebuffer.
width
¶ int – The width of the framebuffer.
-
Framebuffer.
height
¶ int – The height of the framebuffer.
-
Framebuffer.
size
¶ tuple – The size of the framebuffer.
-
Framebuffer.
samples
¶ int – The samples of the framebuffer.
-
Framebuffer.
bits
¶ dict – The bits of the framebuffer.
-
Framebuffer.
color_attachments
¶ tuple – The color attachments of the framebuffer.
-
Framebuffer.
depth_attachment
¶ Texture or Renderbuffer – The depth attachment of the framebuffer.
-
Framebuffer.
glo
¶ int – The internal OpenGL object. This values is provided for debug purposes only.
Renderbuffer¶
-
class
moderngl.
Renderbuffer
¶ Renderbuffer objects are OpenGL objects that contain images. They are created and used specifically with
Framebuffer
objects. They are optimized for use as render targets, whileTexture
objects may not be, and are the logical choice when you do not need to sample from the produced image. If you need to resample, use Textures instead. Renderbuffer objects also natively accommodate multisampling.A Renderbuffer object cannot be instantiated directly, it requires a context. Use
Context.renderbuffer()
orContext.depth_renderbuffer()
to create one.
Create¶
-
Context.
renderbuffer
(size, components=4, samples=0, dtype='f1') → Renderbuffer Renderbuffer
objects are OpenGL objects that contain images. They are created and used specifically withFramebuffer
objects.Parameters: - size (tuple) – The width and height of the renderbuffer.
- components (int) – The number of components 1, 2, 3 or 4.
Keyword Arguments: - samples (int) – The number of samples. Value 0 means no multisample format.
- dtype (str) – Data type.
Returns: Renderbuffer
object
-
Context.
depth_renderbuffer
(size, samples=0) → Renderbuffer Renderbuffer
objects are OpenGL objects that contain images. They are created and used specifically withFramebuffer
objects.Parameters: size (tuple) – The width and height of the renderbuffer. Keyword Arguments: samples (int) – The number of samples. Value 0 means no multisample format. Returns: Renderbuffer
object
Attributes¶
-
Renderbuffer.
width
¶ int – The width of the renderbuffer.
-
Renderbuffer.
height
¶ int – The height of the renderbuffer.
-
Renderbuffer.
size
¶ tuple – The size of the renderbuffer.
-
Renderbuffer.
samples
¶ int – The samples of the renderbuffer.
-
Renderbuffer.
components
¶ int – The components of the renderbuffer.
-
Renderbuffer.
depth
¶ bool – Is the renderbuffer a depth renderbuffer?
-
Renderbuffer.
dtype
¶ str – Data type.
-
Renderbuffer.
glo
¶ int – The internal OpenGL object. This values is provided for debug purposes only.
Scope¶
-
class
moderngl.
Scope
¶ This class represents a Scope object.
Responsibilities on enter:
- Set the enable flags.
- Bind the framebuffer.
- Assing textures to texture locations.
- Assing buffers to uniform buffers.
- Assing buffers to shader storage buffers.
Responsibilities on exit:
- Restore the enable flags.
- Restore the framebuffer.
Create¶
-
Context.
scope
(framebuffer, enable_only=None, textures=(), uniform_buffers=(), storage_buffers=()) → Scope Create a
Scope
object.Parameters: - framebuffer (Framebuffer) – The framebuffer to use when entering.
- enable_only (int) – The enable_only flags to set when entering.
Keyword Arguments: - textures (list) – List of (texture, binding) tuples.
- uniform_buffers (list) – List of (buffer, binding) tuples.
- storage_buffers (list) – List of (buffer, binding) tuples.
Examples¶
Simple scope example
scope1 = ctx.scope(fbo1, moderngl.BLEND)
scope2 = ctx.scope(fbo2, moderngl.DEPTH_TEST | moderngl.CULL_FACE)
with scope1:
# do some rendering
with scope2:
# do some rendering
Scope for querying
query = ctx.query(samples=True)
scope = ctx.scope(ctx.screen, moderngl.DEPTH_TEST | moderngl.RASTERIZER_DISCARD)
with scope, query:
# do some rendering
print(query.samples)
Understanding what scope objects do
scope = ctx.scope(
framebuffer=framebuffer1,
enable_flags=moderngl.BLEND,
textures=[
(texture1, 4),
(texture2, 3),
],
uniform_buffers=[
(buffer1, 6),
(buffer2, 5),
],
storage_buffers=[
(buffer3, 8),
],
)
# Let's assume we have some state before entering the scope
some_random_framebuffer.use()
some_random_texture.use(3)
some_random_buffer.bind_to_uniform_block(5)
some_random_buffer.bind_to_storage_buffer(8)
ctx.enable_only(moderngl.DEPTH_TEST)
with scope:
# on __enter__
# framebuffer1.use()
# ctx.enable_only(moderngl.BLEND)
# texture1.use(4)
# texture2.use(3)
# buffer1.bind_to_uniform_block(6)
# buffer2.bind_to_uniform_block(5)
# buffer3.bind_to_storage_buffer(8)
# do some rendering
# on __exit__
# some_random_framebuffer.use()
# ctx.enable_only(moderngl.DEPTH_TEST)
# Originally we had the following, let's see what was changed
some_random_framebuffer.use() # This was restored hurray!
some_random_texture.use(3) # Have to restore it manually.
some_random_buffer.bind_to_uniform_block(5) # Have to restore it manually.
some_random_buffer.bind_to_storage_buffer(8) # Have to restore it manually.
ctx.enable_only(moderngl.DEPTH_TEST) # This was restored too.
# Scope objects only do as much as neccessary.
# Restoring the framebuffer and enable flags are lowcost operations and
# without them you could get a hard time debugging the application.
Query¶
-
class
moderngl.
Query
¶ This class represents a Query object.
Create¶
-
Context.
query
(samples=False, any_samples=False, time=False, primitives=False) → Query Create a
Query
object.Keyword Arguments: - samples (bool) – Query
GL_SAMPLES_PASSED
or not. - any_samples (bool) – Query
GL_ANY_SAMPLES_PASSED
or not. - time (bool) – Query
GL_TIME_ELAPSED
or not. - primitives (bool) – Query
GL_PRIMITIVES_GENERATED
or not.
- samples (bool) – Query
Attributes¶
-
Query.
samples
¶ int – The number of samples passed.
-
Query.
primitives
¶ int – The number of primitives generated.
-
Query.
elapsed
¶ int – The time elapsed in nanoseconds.
-
Query.
crender
¶ ConditionalRender – Can be used in a
with
statement.
Examples¶
Simple query example
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 | import moderngl
import numpy as np
ctx = moderngl.create_standalone_context()
prog = ctx.program(
vertex_shader='''
#version 330
in vec2 in_vert;
void main() {
gl_Position = vec4(in_vert, 0.0, 1.0);
}
''',
fragment_shader='''
#version 330
out vec4 color;
void main() {
color = vec4(1.0, 0.0, 0.0, 1.0);
}
''',
)
vertices = np.array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
], dtype='f4')
vbo = ctx.buffer(vertices.tobytes())
vao = ctx.simple_vertex_array(prog, vbo, 'in_vert')
fbo = ctx.simple_framebuffer((64, 64))
fbo.use()
query = ctx.query(samples=True, time=True)
with query:
vao.render()
print('It took %d nanoseconds' % query.elapsed)
print('to render %d samples' % query.samples)
|
Output
It took 13529 nanoseconds
to render 496 samples
ConditionalRender¶
-
class
moderngl.
ConditionalRender
¶ This class represents a ConditionalRender object.
ConditionalRender objects can only be accessed from
Query
objects.
Examples¶
Simple conditional rendering example
query = ctx.query(any_samples=True)
with query:
vao1.render()
with query.crender:
print('This will always get printed')
vao2.render() # But this will be rendered only if vao1 has passing samples.
ComputeShader¶
-
class
moderngl.
ComputeShader
¶ A Compute Shader is a Shader Stage that is used entirely for computing arbitrary information. While it can do rendering, it is generally used for tasks not directly related to drawing.
Create¶
-
Context.
compute_shader
(source) → ComputeShader A
ComputeShader
is a Shader Stage that is used entirely for computing arbitrary information. While it can do rendering, it is generally used for tasks not directly related to drawing.Parameters: source (str) – The source of the compute shader. Returns: ComputeShader
object
Methods¶
-
ComputeShader.
run
(group_x=1, group_y=1, group_z=1)¶ Run the compute shader.
Parameters: - group_x (int) – The number of work groups to be launched in the X dimension.
- group_y (int) – The number of work groups to be launched in the Y dimension.
- group_z (int) – The number of work groups to be launched in the Z dimension.
The Guide¶
A short introduction¶
What you will need?
To get something rendered, you will need a VertexArray
.
VertexArrays can be created from a Program
object and several Buffer
objects.
To create a Program
object, you will need some Shader
objects.
Once you have your Program
object, you can fill a Buffer
with your data,
then pass them to VertexArray
, then call VertexArray.render()
.
All of the objects above can only be created from a Context
object.
Here is our checklist:
- Install ModernGL.
- Create a Context.
- Create a Program object.
- Create a VertexArray object.
Proceede to the next step.
Install ModernGL¶
$ pip install --upgrade ModernGL
This tutorial will also use numpy
to generate data and Pillow
to save the final image.
$ pip install --upgrade numpy Pillow
Proceed to the next step.
Context¶
Let’s create a Standalone Context for now. It will help us write less code. Later you can reuse this code to render directly to a window.
1 2 3 | import moderngl
ctx = moderngl.create_standalone_context()
|
Proceed to the next step.
Program¶
ModernGL is different from standard plotting libraries. You can define your own shader program to render stuff. This could complicate things, but also provides freedom on how you render your data.
Here is a sample program that passes the input vertex coordinates as is to screen coordinates.
Screen coordinates are in the [-1, 1], [-1, 1] range for x and y axes. The (-1, 1) point is the lower left corner of the screen.

The screen coordinates
The program will also process a color information.
Entire source
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 | import moderngl
ctx = moderngl.create_standalone_context()
prog = ctx.program(
vertex_shader='''
#version 330
in vec2 in_vert;
in vec3 in_color;
out vec3 v_color;
void main() {
v_color = in_color;
gl_Position = vec4(in_vert, 0.0, 1.0);
}
''',
fragment_shader='''
#version 330
in vec3 v_color;
out vec3 f_color;
void main() {
f_color = v_color;
}
''',
)
|
Vertex Shader
in vec2 in_vert;
in vec3 in_color;
out vec3 v_color;
void main() {
v_color = in_color;
gl_Position = vec4(in_vert, 0.0, 1.0);
}
Fragment Shader
in vec3 v_color;
out vec3 f_color;
void main() {
f_color = v_color;
}
Proceed to the next step.
VertexArray¶
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 | import moderngl
import numpy as np
ctx = moderngl.create_standalone_context()
prog = ctx.program(
vertex_shader='''
#version 330
in vec2 in_vert;
in vec3 in_color;
out vec3 v_color;
void main() {
v_color = in_color;
gl_Position = vec4(in_vert, 0.0, 1.0);
}
''',
fragment_shader='''
#version 330
in vec3 v_color;
out vec3 f_color;
void main() {
f_color = v_color;
}
''',
)
x = np.linspace(-1.0, 1.0, 50)
y = np.random.rand(50) - 0.5
r = np.ones(50)
g = np.zeros(50)
b = np.zeros(50)
vertices = np.dstack([x, y, r, g, b])
vbo = ctx.buffer(vertices.astype('f4').tobytes())
vao = ctx.simple_vertex_array(prog, vbo, 'in_vert', 'in_color')
|
Proceed to the next step.
Rendering¶
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 | import moderngl
import numpy as np
from PIL import Image
ctx = moderngl.create_standalone_context()
prog = ctx.program(
vertex_shader='''
#version 330
in vec2 in_vert;
in vec3 in_color;
out vec3 v_color;
void main() {
v_color = in_color;
gl_Position = vec4(in_vert, 0.0, 1.0);
}
''',
fragment_shader='''
#version 330
in vec3 v_color;
out vec3 f_color;
void main() {
f_color = v_color;
}
''',
)
x = np.linspace(-1.0, 1.0, 50)
y = np.random.rand(50) - 0.5
r = np.ones(50)
g = np.zeros(50)
b = np.zeros(50)
vertices = np.dstack([x, y, r, g, b])
vbo = ctx.buffer(vertices.astype('f4').tobytes())
vao = ctx.simple_vertex_array(prog, vbo, 'in_vert', 'in_color')
fbo = ctx.simple_framebuffer((512, 512))
fbo.use()
fbo.clear(0.0, 0.0, 0.0, 1.0)
vao.render(moderngl.LINE_STRIP)
Image.frombytes('RGB', fbo.size, fbo.read(), 'raw', 'RGB', 0, -1).show()
|
Miscellaneous¶
Differences between ModernGL5 and ModernGL4¶
Program Creation¶
ModernGL4
my_program = ctx.program([ # extra list
# vertex_shader returned a Shader object
ctx.vertex_shader('''
...
'''),
# fragment_shader returned a Shader object
ctx.fragment_shader('''
...
'''),
])
ModernGL5
my_program = ctx.program( # no list needed
# vertex_shader is a keyword argument
vertex_shader='''
...
''',
# fragment_shader is a keyword argument
fragment_shader='''
...
''',
)
Program Varyings¶
ModernGL4
my_program = ctx.program(
ctx.vertex_shader('''
...
'''),
['out_vert', 'out_norm'] # no keyword argument needed
])
ModernGL5
my_program = ctx.program(
vertex_shader='''
...
''',
varyings=['out_vert', 'out_norm'], # varyings are explicitly given
)
Program Members¶
ModernGL4
my_program.uniforms['ModelViewMatrix'].value = ...
my_program.uniform_buffers['UniformBuffer'].binding = ...
ModernGL5
my_program['ModelViewMatrix'].value = ...
my_program['UniformBuffer'].binding = ...
Texture Pixel Types¶
ModernGL4
my_texture = ctx.texture(size, 4, floats=True) # floats or not floats
ModernGL5
my_texture = ctx.texture(size, 4, dtype='f4') # floats=True
my_texture = ctx.texture(size, 4, dtype='f2') # half-floats
my_texture = ctx.texture(size, 4, dtype='f1') # floats=False
my_texture = ctx.texture(size, 4, dtype='i4') # integers
This also apply for Texture3D
, TextureCube
and Renderbuffer
.
Buffer Format¶
ModernGL4
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '3f3f', ['in_vert', 'in_norm']), # extra list object
# ^ no space between the attributes
...
])
ModernGL5
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '3f 3f', 'in_vert', 'in_norm'), # no list needed
# ^ space is obligatory
...
])
Buffer Format Half-Floats¶
ModernGL4
Not available in ModernGL4
ModernGL5
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '3f2 3f2', 'in_vert', 'in_norm'), # '3f2' means '3' of 'f2', where 'f2' is a half-float
...
])
Buffer Format Padding¶
ModernGL4
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '3f12x', ['in_vert']), # same as above, in_norm was replaced with padding
...
])
ModernGL5
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '3f 3x4', ['in_vert']), # '3x4' means '3' of 'x4', where 'x4' means 4 bytes of padding
...
])
Buffer Format Errors¶
Let’s assume in_vert
was declared as: in vec4 in_vert
ModernGL4
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '3f', ['in_vert']), # throws an error (3 != 4)
...
])
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '4i', ['in_vert']), # throws an error (float != int)
...
])
ModernGL5
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '3f', 'in_vert'), # totally fine
...
])
my_vertex_array = ctx.vertex_array(prog, [
(vbo1, '4i', 'in_vert'), # totally fine
...
])
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