Context#

class Context#

Returned by moderngl.create_context()

Class exposing OpenGL features.

ModernGL objects can be created from this class.

Objects#

Context.program(vertex_shader: str, fragment_shader: str, geometry_shader: str, tess_control_shader: str, tess_evaluation_shader: str, varyings: Tuple[str, ...], fragment_outputs: Dict[str, int], varyings_capture_mode: str = 'interleaved') Program#

Create a Program object.

The varyings are only used when a transform program is created to specify the names of the output varyings to capture in the output buffer.

fragment_outputs can be used to programmatically map named fragment shader outputs to a framebuffer attachment numbers. This can also be done by using layout(location=N) in the fragment shader.

Parameters:
  • vertex_shader (str) – The vertex shader source.

  • fragment_shader (str) – The fragment shader source.

  • geometry_shader (str) – The geometry shader source.

  • tess_control_shader (str) – The tessellation control shader source.

  • tess_evaluation_shader (str) – The tessellation evaluation shader source.

  • varyings (list) – A list of varyings.

  • fragment_outputs (dict) – A dictionary of fragment outputs.

Context.buffer(data=None, reserve: int = 0, dynamic: bool = False) Buffer#

Returns a new Buffer object.

The data can be anything supporting the buffer interface.

The data and reserve parameters are mutually exclusive.

Parameters:
  • data (bytes) – Content of the new buffer.

  • reserve (int) – The number of bytes to reserve.

  • dynamic (bool) – Treat buffer as dynamic.

Context.vertex_array(program: Program, content: list, index_buffer: Buffer = None, index_element_size: int = 4, mode: int = ...) VertexArray#

Returns a new VertexArray object.

A VertexArray describes how buffers are read by a shader program. The content is a list of tuples containing a buffer, a format string and any number of attribute names. Attribute names are defined by the user in the Vertex Shader program stage.

The default mode is TRIANGLES.

Parameters:
  • program (Program) – The program used when rendering

  • content (list) – A list of (buffer, format, attributes). See Buffer Format.

  • index_buffer (Buffer) – An index buffer (optional)

  • index_element_size (int) – byte size of each index element, 1, 2 or 4.

  • skip_errors (bool) – Ignore errors during creation

  • mode (int) – The default draw mode (for example: TRIANGLES)

Examples:

# Empty vertext array (no attribute input)
vao = ctx.vertex_array(program)

# Multiple buffers
vao = ctx.vertex_array(program, [
    (buffer1, '3f', 'in_position'),
    (buffer2, '3f', 'in_normal'),
])
vao = ctx.vertex_array(
    program,
    [
        (buffer1, '3f', 'in_position'),
        (buffer2, '3f', 'in_normal'),
    ],
    index_buffer=ibo,
    index_element_size=2,  # 16 bit / 'u2' index buffer
)

Backward Compatible Version:

# Simple version with a single buffer
vao = ctx.vertex_array(program, buffer, 'in_position', 'in_normal')
vao = ctx.vertex_array(program, buffer, 'in_position', 'in_normal', index_buffer=ibo)
Context.simple_vertex_array(...)#

Deprecated, use Context.vertex_array() instead.

Context.texture(size: Tuple[int, int], components: int, data: Any = None, samples: int = 0, alignment: int = 1, dtype: str = 'f1') Texture#

Returns a new Texture object.

A Texture is a 2D image that can be used for sampler2D uniforms or as render targets if framebuffers.

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.

  • 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.

  • internal_format (int) – Override the internalformat of the texture (IF needed)

Example:

from PIL import Image

img = Image.open(...).convert('RGBA')
texture = ctx.texture(img.size, components=4, data=img.tobytes())

# float texture
texture = ctx.texture((64, 64), components=..., dtype='f4')

# integer texture
texture = ctx.texture((64, 64), components=..., dtype='i4')

Note

Do not play with internal_format unless you know exactly you are doing. This is an override to support sRGB and compressed textures if needed.

Context.framebuffer(color_attachments: List[Texture], depth_attachment: Texture = None) Framebuffer#

Returns a new Framebuffer object.

A Framebuffer is a collection of images that can be used as render targets. The images of the Framebuffer object can be either Textures or Renderbuffers.

Parameters:
Context.sampler(repeat_x: bool, repeat_y: bool, repeat_z: bool, filter: tuple, anisotropy: float, compare_func: str, border_color: tuple, min_lod: float, max_lod: float, texture: Texture) Sampler#

Returns a new Sampler object.

Samplers bind Textures to uniform samplers within a Program object. Binding a Sampler object also binds the texture object attached to it.

Parameters:
  • repeat_x (bool) – Repeat texture on x

  • repeat_y (bool) – Repeat texture on y

  • repeat_z (bool) – Repeat texture on z

  • filter (tuple) – The min and max filter

  • anisotropy (float) – Number of samples for anisotropic filtering. Any value greater than 1.0 counts as a use of anisotropic filtering

  • compare_func (str) – Compare function for depth textures

  • border_color (tuple) – The (r, g, b, a) color for the texture border. When this value is set the repeat_ values are overridden setting the texture wrap to return the border color when outside [0, 1] range.

  • min_lod (float) – Minimum level-of-detail parameter (Default -1000.0). This floating-point value limits the selection of highest resolution mipmap (lowest mipmap level)

  • max_lod (float) – Minimum level-of-detail parameter (Default 1000.0). This floating-point value limits the selection of the lowest resolution mipmap (highest mipmap level)

  • texture (Texture) – The texture for this sampler

Context.depth_texture(size: Tuple[int, int], data: Any = None, samples: int = 0, alignment: int = 4) Texture#

Returns a new Texture object.

A depth texture can be used for sampler2D and sampler2DShadow uniforms and as a depth attachment for framebuffers.

Parameters:
  • size (tuple) – The width and height of the texture.

  • data (bytes) – Content of the texture.

  • samples (int) – The number of samples. Value 0 means no multisample format.

  • alignment (int) – The byte alignment 1, 2, 4 or 8.

Context.texture3d(size: Tuple[int, int, int], components: int, data: Any = None, alignment: int = 1, dtype: str = 'f1') Texture3D#

Returns a new 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.

  • alignment (int) – The byte alignment 1, 2, 4 or 8.

  • dtype (str) – Data type.

Context.texture_array(size: Tuple[int, int, int], components: int, data: Any = None, *, alignment: int = 1, dtype: str = 'f1') TextureArray#

Returns a new TextureArray object.

Parameters:
  • size (tuple) – The (width, height, layers) of the texture.

  • components (int) – The number of components 1, 2, 3 or 4.

  • data (bytes) – Content of the texture. The size must be (width, height * layers) so each layer is stacked vertically.

  • alignment (int) – The byte alignment 1, 2, 4 or 8.

  • dtype (str) – Data type.

Context.texture_cube(size: Tuple[int, int], components: int, data: Any = None, alignment: int = 1, dtype: str = 'f1') TextureCube#

Returns a new TextureCube object.

Note that the width and height of the cubemap must be the same.

Parameters:
  • size (tuple) – The width, height of the texture. Each side of the cube will have this size.

  • components (int) – The number of components 1, 2, 3 or 4.

  • data (bytes) – Content of the texture. The data should be have the following ordering: positive_x, negative_x, positive_y, negative_y, positive_z, negative_z

  • alignment (int) – The byte alignment 1, 2, 4 or 8.

  • dtype (str) – Data type.

  • internal_format (int) – Override the internalformat of the texture (IF needed)

Context.depth_texture_cube(size: Tuple[int, int], data: Any | None = None, alignment: int = 4) TextureCube#

Returns a new TextureCube object.

Parameters:
  • size (tuple) – The width and height of the texture.

  • data (bytes) – Content of the texture.

  • alignment (int) – The byte alignment 1, 2, 4 or 8.

Context.simple_framebuffer(...)#

Deprecated, use Context.framebuffer() instead.

Context.renderbuffer(size: Tuple[int, int], components: int = 4, samples: int = 0, dtype: str = 'f1') Renderbuffer#

Returns a new Renderbuffer object.

Similar to textures, renderbuffers can be attached to framebuffers as render targets, but they cannot be sampled as textures.

Parameters:
  • size (tuple) – The width and height of the renderbuffer.

  • components (int) – The number of components 1, 2, 3 or 4.

  • samples (int) – The number of samples. Value 0 means no multisample format.

  • dtype (str) – Data type.

Context.depth_renderbuffer(size: Tuple[int, int], samples: int = 0) Renderbuffer#

Returns a new Renderbuffer object.

Parameters:
  • size (tuple) – The width and height of the renderbuffer.

  • samples (int) – The number of samples. Value 0 means no multisample format.

Context.scope(framebuffer, enable_only, textures, uniform_buffers, storage_buffers, samplers)#

Returns a new Scope object.

Scope objects can be attached to VertexArray objects to minimize the possibility of rendering within the wrong scope. VertexArrays with an attached scope always have the scope settings at render time.

Parameters:
  • framebuffer (Framebuffer) – The framebuffer to use when entering.

  • enable_only (int) – The enable_only flags to set when entering.

  • textures (tuple) – List of (texture, binding) tuples.

  • uniform_buffers (tuple) – Tuple of (buffer, binding) tuples.

  • storage_buffers (tuple) – Tuple of (buffer, binding) tuples.

  • samplers (tuple) – Tuple of sampler bindings

Context.query(samples: bool, any_samples: bool, time: bool, primitives: bool) Query#

Returns a new Query object.

Parameters:
  • 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.

Context.compute_shader(...)#

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.

External Objects#

External objects are only useful for interoperability with other libraries.

Context.external_buffer(glo: int, size: int, dynamic: bool) Buffer#

TBD

Context.external_texture(glo: int, size: Tuple[int, int], components: int, samples: int, dtype: str) Texture#

Returns a new Texture object from an existing OpenGL texture object.

The content of the texture is referenced and it is not copied.

Parameters:
  • glo (int) – External OpenGL texture object.

  • size (tuple) – The width and height of the texture.

  • components (int) – The number of components 1, 2, 3 or 4.

  • samples (int) – The number of samples. Value 0 means no multisample format.

  • dtype (str) – Data type.

Methods#

Context.clear()#

Clear the bound framebuffer.

If a viewport passed in, a scissor test will be used to clear the given viewport. This viewport take prescense over the framebuffers scissor. Clearing can still be done with scissor if no viewport is passed in.

This method also respects the color_mask and depth_mask. It can for example be used to only clear the depth or color buffer or specific components in the color buffer.

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.

Args:

red (float): color component. green (float): color component. blue (float): color component. alpha (float): alpha component. depth (float): depth value.

Keyword Args:

viewport (tuple): The viewport. color (tuple): Optional rgba color tuple

Context.enable_only()#

Clears all existing flags applying new ones.

Note that the enum values defined in moderngl are not the same as the ones in opengl. These are defined as bit flags so we can logical or them together.

Available flags:

  • moderngl.NOTHING

  • moderngl.BLEND

  • moderngl.DEPTH_TEST

  • moderngl.CULL_FACE

  • moderngl.RASTERIZER_DISCARD

  • moderngl.PROGRAM_POINT_SIZE

Examples:

# Disable all flags
ctx.enable_only(moderngl.NOTHING)

# Ensure only depth testing and face culling is enabled
ctx.enable_only(moderngl.DEPTH_TEST | moderngl.CULL_FACE)
Args:

flags (EnableFlag): The flags to enable

Context.enable()#

Enable flags.

Note that the enum values defined in moderngl are not the same as the ones in opengl. These are defined as bit flags so we can logical or them together.

For valid flags, please see enable_only().

Examples:

# Enable a single flag
ctx.enable(moderngl.DEPTH_TEST)

# Enable multiple flags
ctx.enable(moderngl.DEPTH_TEST | moderngl.CULL_FACE | moderngl.BLEND)
Args:

flag (int): The flags to enable.

Context.disable()#

Disable flags.

For valid flags, please see enable_only().

Examples:

# Only disable depth testing
ctx.disable(moderngl.DEPTH_TEST)

# Disable depth testing and face culling
ctx.disable(moderngl.DEPTH_TEST | moderngl.CULL_FACE)
Args:

flag (int): The flags to disable.

Context.enable_direct()#

Gives direct access to glEnable so unsupported capabilities in ModernGL can be enabled.

Do not use this to set already supported context flags.

Example:

# Enum value from the opengl registry
GL_CONSERVATIVE_RASTERIZATION_NV = 0x9346
ctx.enable_direct(GL_CONSERVATIVE_RASTERIZATION_NV)
Context.disable_direct()#

Gives direct access to glDisable so unsupported capabilities in ModernGL can be disabled.

Do not use this to set already supported context flags.

Example:

# Enum value from the opengl registry
GL_CONSERVATIVE_RASTERIZATION_NV = 0x9346
ctx.disable_direct(GL_CONSERVATIVE_RASTERIZATION_NV)
Context.finish()#

Wait for all drawing commands to finish.

Context.clear_samplers()#

Unbinds samplers from texture units.

Sampler bindings do clear automatically between every frame, but lingering samplers can still be a source of weird bugs during the frame rendering. This methods provides a fairly brute force and efficient way to ensure texture units are clear.

Parameters:
  • start (int) – The texture unit index to start the clearing samplers

  • stop (int) – The texture unit index to stop clearing samplers

Example:

# Clear texture unit 0, 1, 2, 3, 4
ctx.clear_samplers(start=0, end=5)

# Clear texture unit 4, 5, 6, 7
ctx.clear_samplers(start=4, end=8)
Context.copy_buffer()#

Copy buffer content.

Args:

dst (Buffer): The destination buffer. src (Buffer): The source buffer. size (int): The number of bytes to copy.

Keyword Args:

read_offset (int): The read offset. write_offset (int): The write offset.

Context.copy_framebuffer()#

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.

Args:

dst (Framebuffer or Texture): Destination framebuffer or texture. src (Framebuffer): Source framebuffer.

Context.detect_framebuffer()#

Detect a framebuffer.

This is already done when creating a context, but if the underlying window library for some changes the default framebuffer during the lifetime of the application this might be necessary.

Args:

glo (int): Framebuffer object.

Context.memory_barrier()#

Applying a memory barrier.

The memory barrier is needed in particular to correctly change buffers or textures between each shader. If the same buffer is changed in two shaders, it can cause an effect like ‘depth fighting’ on a buffer or texture.

The method should be used between Program -s, between ComputeShader -s, and between Program -s and ComputeShader -s.

Keyword Args:

barriers (int): Affected barriers, default moderngl.ALL_BARRIER_BITS. by_region (bool): Memory barrier mode by region. More read on https://registry.khronos.org/OpenGL-Refpages/gl4/html/glMemoryBarrier.xhtml

Context.gc() int#

Deletes OpenGL objects. Returns the number of objects deleted.

This method must be called to garbage collect OpenGL resources when gc_mode is 'context_gc'`.

Calling this method with any other gc_mode configuration has no effect and is perfectly safe.

Context.release()#

Attributes#

Context.gc_mode: str#

The garbage collection mode.

The default mode is None meaning no automatic garbage collection is done. Other modes are auto and context_gc. Please see documentation for the appropriate configuration.

Examples:

# Disable automatic garbage collection.
# Each objects needs to be explicitly released.
ctx.gc_mode = None

# Collect all dead objects in the context and
# release them by calling Context.gc()
ctx.gc_mode = 'context_gc'
ctx.gc()  # Deletes the collected objects

# Enable automatic garbage collection like
# we normally expect in python.
ctx.gc_mode = 'auto'
Context.objects: deque#

Moderngl objects scheduled for deletion.

These are deleted when calling Context.gc().

Context.line_width: float#

Set the default line width.

Warning

A line width other than 1.0 is not guaranteed to work across different OpenGL implementations. For wide lines you should be using geometry shaders.

Context.point_size: float#

Set/get the point size.

Point size changes the pixel size of rendered points. The min and max values are limited by POINT_SIZE_RANGE. This value usually at least (1, 100), but this depends on the drivers/vendors.

If variable point size is needed you can enable PROGRAM_POINT_SIZE and write to gl_PointSize in the vertex or geometry shader.

Note

Using a geometry shader to create triangle strips from points is often a safer way to render large points since you don’t have have any size restrictions.

Context.depth_func: str#

Set the default depth func.

Example:

ctx.depth_func = '<='  # GL_LEQUAL
ctx.depth_func = '<'   # GL_LESS
ctx.depth_func = '>='  # GL_GEQUAL
ctx.depth_func = '>'   # GL_GREATER
ctx.depth_func = '=='  # GL_EQUAL
ctx.depth_func = '!='  # GL_NOTEQUAL
ctx.depth_func = '0'   # GL_NEVER
ctx.depth_func = '1'   # GL_ALWAYS
Context.depth_clamp_range: Tuple[float, float]#

Setting up depth clamp range (write only, by default None).

ctx.depth_clamp_range offers uniform use of GL_DEPTH_CLAMP and glDepthRange.

GL_DEPTH_CLAMP is needed to disable clipping of fragments outside near limit of projection matrix. For example, this will allow you to draw between 0 and 1 in the Z (depth) coordinate, even if near is set to 0.5 in the projection matrix.

Note

All fragments outside the near of the projection matrix will have a depth of near.

See https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping for more info.

glDepthRange(nearVal, farVal) is needed to specify mapping of depth values from normalized device coordinates to window coordinates. See https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDepthRange.xhtml for more info.

Example:

# For glDisable(GL_DEPTH_CLAMP) and glDepthRange(0, 1)
ctx.depth_clamp_range = None

# For glEnable(GL_DEPTH_CLAMP) and glDepthRange(near, far)
ctx.depth_clamp_range = (near, far)
Context.blend_func: tuple#

Set the blend func (write only).

Blend func can be set for rgb and alpha separately if needed.

Supported blend functions are:

moderngl.ZERO
moderngl.ONE
moderngl.SRC_COLOR
moderngl.ONE_MINUS_SRC_COLOR
moderngl.DST_COLOR
moderngl.ONE_MINUS_DST_COLOR
moderngl.SRC_ALPHA
moderngl.ONE_MINUS_SRC_ALPHA
moderngl.DST_ALPHA
moderngl.ONE_MINUS_DST_ALPHA

# Shortcuts
moderngl.DEFAULT_BLENDING     # (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
moderngl.ADDITIVE_BLENDING    # (ONE, ONE)
moderngl.PREMULTIPLIED_ALPHA  # (SRC_ALPHA, ONE)

Example:

# For both rgb and alpha
ctx.blend_func = moderngl.SRC_ALPHA, moderngl.ONE_MINUS_SRC_ALPHA

# Separate for rgb and alpha
ctx.blend_func = (
    moderngl.SRC_ALPHA, moderngl.ONE_MINUS_SRC_ALPHA,
    moderngl.ONE, moderngl.ONE
)
Context.blend_equation: tuple#

Set the blend equation (write only).

Blend equations specify how source and destination colors are combined in blending operations. By default FUNC_ADD is used.

Blend equation can be set for rgb and alpha separately if needed.

Supported functions are:

moderngl.FUNC_ADD               # source + destination
moderngl.FUNC_SUBTRACT          # source - destination
moderngl.FUNC_REVERSE_SUBTRACT  # destination - source
moderngl.MIN                    # Minimum of source and destination
moderngl.MAX                    # Maximum of source and destination

Example:

# For both rgb and alpha channel
ctx.blend_equation = moderngl.FUNC_ADD

# Separate for rgb and alpha channel
ctx.blend_equation = moderngl.FUNC_ADD, moderngl.MAX
Context.multisample: bool#

Enable/disable multisample mode (GL_MULTISAMPLE).

This property is write only.

Example:

# Enable
ctx.multisample = True
# Disable
ctx.multisample = False
Context.viewport: tuple#

Get or set the viewport of the active framebuffer.

Example:

>>> ctx.viewport
(0, 0, 1280, 720)
>>> ctx.viewport = (0, 0, 640, 360)
>>> ctx.viewport
(0, 0, 640, 360)

If no framebuffer is bound (0, 0, 0, 0) will be returned.

Context.scissor: tuple#

Get or set the scissor box for the active framebuffer.

When scissor testing is enabled fragments outside the defined scissor box will be discarded. This applies to rendered geometry or Context.clear().

Setting is value enables scissor testing in the framebuffer. Setting the scissor to None disables scissor testing and reverts the scissor box to match the framebuffer size.

Example:

# Enable scissor testing
>>> ctx.scissor = 100, 100, 200, 100
# Disable scissor testing
>>> ctx.scissor = None

If no framebuffer is bound (0, 0, 0, 0) will be returned.

Context.version_code: int#
Context.screen: Framebuffer#

A Framebuffer instance representing the screen.

Normally set when creating a context with create_context() attaching to an existing context. This is the special system framebuffer represented by framebuffer id=0.

When creating a standalone context this property is not set since there are no default framebuffer.

Context.fbo: Framebuffer#
Context.front_face: str#

The front_face. Acceptable values are 'ccw' (default) or 'cw'.

Face culling must be enabled for this to have any effect: ctx.enable(moderngl.CULL_FACE).

Example:

# Triangles winded counter-clockwise considered front facing
ctx.front_face = 'ccw'
# Triangles winded clockwise considered front facing
ctx.front_face = 'cw'
Context.cull_face: str#

The face side to cull. Acceptable values are 'back' (default) 'front' or 'front_and_back'.

This is similar to Context.front_face()

Face culling must be enabled for this to have any effect: ctx.enable(moderngl.CULL_FACE).

Example:

ctx.cull_face = 'front'
ctx.cull_face = 'back'
ctx.cull_face = 'front_and_back'
Context.wireframe: bool#

Wireframe settings for debugging.

Context.max_samples: int#

The maximum supported number of samples for multisampling.

Context.max_integer_samples: int#

The max integer samples.

Context.max_texture_units: int#

The max texture units.

Context.max_anisotropy: float#

The maximum value supported for anisotropic filtering.

Context.default_texture_unit: int#

The default texture unit.

Context.patch_vertices: int#

The number of vertices that will be used to make up a single patch primitive.

Context.provoking_vertex: int#

Specifies the vertex to be used as the source of data for flat shaded varyings.

Flatshading a vertex shader varying output (ie. flat out vec3 pos) means to assign all vetices of the primitive the same value for that output. The vertex from which these values is derived is known as the provoking vertex.

It can be configured to be the first or the last vertex.

This property is write only.

Example:

# Use first vertex
ctx.provoking_vertex = moderngl.FIRST_VERTEX_CONVENTION

# Use last vertex
ctx.provoking_vertex = moderngl.LAST_VERTEX_CONVENTION
Context.polygon_offset: tuple#

Get or set the current polygon offset.

The tuple values represents two float values: unit and a factor:

ctx.polygon_offset = unit, factor

When drawing polygons, lines or points directly on top of exiting geometry the result is often not visually pleasant. We can experience z-fighting or partially fading fragments due to different primitives not being rasterized in the exact same way or simply depth buffer precision issues.

For example when visualizing polygons drawing a wireframe version on top of the original mesh, these issues are immediately apparent. Applying decals to surfaces is another common example.

The official documentation states the following:

When enabled, the depth value of each fragment is added
to a calculated offset value. The offset is added before
the depth test is performed and before the depth value
is written into the depth buffer. The offset value o is calculated by:
o = m * factor + r * units
where m is the maximum depth slope of the polygon and r is the smallest
value guaranteed to produce a resolvable difference in window coordinate
depth values. The value r is an implementation-specific int.

In simpler terms: We use polygon offset to either add a positive offset to the geometry (push it away from you) or a negative offset to geometry (pull it towards you).

  • units is a int offset to depth and will do the job alone

    if we are working with geometry parallel to the near/far plane.

  • The factor helps you handle sloped geometry (not parallel to near/far plane).

In most cases you can get away with [-1.0, 1.0] for both factor and units, but definitely play around with the values. When both values are set to 0 polygon offset is disabled internally.

To just get started with something you can try:

# Either push the geomtry away or pull it towards you
# with support for handling small to medium sloped geometry
ctx.polygon_offset = 1.0, 1.0
ctx.polygon_offset = -1.0, -1.0

# Disable polygon offset
ctx.polygon_offset = 0, 0
Context.error: str#

The result of glGetError() but human readable.

This values is provided for debug purposes only and is likely to reduce performace when used in a draw loop.

Context.extensions: Set[str]#

The extensions supported by the context.

All extensions names have a GL_ prefix, so if the spec refers to ARB_compute_shader we need to look for GL_ARB_compute_shader:

# If compute shaders are supported ...
>> 'GL_ARB_compute_shader' in ctx.extensions
True

Example data:

{
    'GL_ARB_multi_bind',
    'GL_ARB_shader_objects',
    'GL_ARB_half_float_vertex',
    'GL_ARB_map_buffer_alignment',
    'GL_ARB_arrays_of_arrays',
    'GL_ARB_pipeline_statistics_query',
    'GL_ARB_provoking_vertex',
    'GL_ARB_gpu_shader5',
    'GL_ARB_uniform_buffer_object',
    'GL_EXT_blend_equation_separate',
    'GL_ARB_tessellation_shader',
    'GL_ARB_multi_draw_indirect',
    'GL_ARB_multisample',
    .. etc ..
}
Context.info: Dict[str, Any]#

OpenGL Limits and information about the context.

Example:

# The maximum width and height of a texture
>> ctx.info['GL_MAX_TEXTURE_SIZE']
16384

# Vendor and renderer
>> ctx.info['GL_VENDOR']
NVIDIA Corporation
>> ctx.info['GL_RENDERER']
NVIDIA GeForce GT 650M OpenGL Engine

Example data:

{
    'GL_VENDOR': 'NVIDIA Corporation',
    'GL_RENDERER': 'NVIDIA GeForce GT 650M OpenGL Engine',
    'GL_VERSION': '4.1 NVIDIA-10.32.0 355.11.10.10.40.102',
    'GL_POINT_SIZE_RANGE': (1.0, 2047.0),
    'GL_SMOOTH_LINE_WIDTH_RANGE': (0.5, 1.0),
    'GL_ALIASED_LINE_WIDTH_RANGE': (1.0, 1.0),
    'GL_POINT_FADE_THRESHOLD_SIZE': 1.0,
    'GL_POINT_SIZE_GRANULARITY': 0.125,
    'GL_SMOOTH_LINE_WIDTH_GRANULARITY': 0.125,
    'GL_MIN_PROGRAM_TEXEL_OFFSET': -8.0,
    'GL_MAX_PROGRAM_TEXEL_OFFSET': 7.0,
    'GL_MINOR_VERSION': 1,
    'GL_MAJOR_VERSION': 4,
    'GL_SAMPLE_BUFFERS': 0,
    'GL_SUBPIXEL_BITS': 8,
    'GL_CONTEXT_PROFILE_MASK': 1,
    'GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT': 256,
    'GL_DOUBLEBUFFER': False,
    'GL_STEREO': False,
    'GL_MAX_VIEWPORT_DIMS': (16384, 16384),
    'GL_MAX_3D_TEXTURE_SIZE': 2048,
    'GL_MAX_ARRAY_TEXTURE_LAYERS': 2048,
    'GL_MAX_CLIP_DISTANCES': 8,
    'GL_MAX_COLOR_ATTACHMENTS': 8,
    'GL_MAX_COLOR_TEXTURE_SAMPLES': 8,
    'GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS': 233472,
    'GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS': 231424,
    'GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS': 80,
    'GL_MAX_COMBINED_UNIFORM_BLOCKS': 70,
    'GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS': 233472,
    'GL_MAX_CUBE_MAP_TEXTURE_SIZE': 16384,
    'GL_MAX_DEPTH_TEXTURE_SAMPLES': 8,
    'GL_MAX_DRAW_BUFFERS': 8,
    'GL_MAX_DUAL_SOURCE_DRAW_BUFFERS': 1,
    'GL_MAX_ELEMENTS_INDICES': 150000,
    'GL_MAX_ELEMENTS_VERTICES': 1048575,
    'GL_MAX_FRAGMENT_INPUT_COMPONENTS': 128,
    'GL_MAX_FRAGMENT_UNIFORM_COMPONENTS': 4096,
    'GL_MAX_FRAGMENT_UNIFORM_VECTORS': 1024,
    'GL_MAX_FRAGMENT_UNIFORM_BLOCKS': 14,
    'GL_MAX_GEOMETRY_INPUT_COMPONENTS': 128,
    'GL_MAX_GEOMETRY_OUTPUT_COMPONENTS': 128,
    'GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS': 16,
    'GL_MAX_GEOMETRY_UNIFORM_BLOCKS': 14,
    'GL_MAX_GEOMETRY_UNIFORM_COMPONENTS': 2048,
    'GL_MAX_INTEGER_SAMPLES': 1,
    'GL_MAX_SAMPLES': 8,
    'GL_MAX_RECTANGLE_TEXTURE_SIZE': 16384,
    'GL_MAX_RENDERBUFFER_SIZE': 16384,
    'GL_MAX_SAMPLE_MASK_WORDS': 1,
    'GL_MAX_SERVER_WAIT_TIMEOUT': -1,
    'GL_MAX_TEXTURE_BUFFER_SIZE': 134217728,
    'GL_MAX_TEXTURE_IMAGE_UNITS': 16,
    'GL_MAX_TEXTURE_LOD_BIAS': 15,
    'GL_MAX_TEXTURE_SIZE': 16384,
    'GL_MAX_UNIFORM_BUFFER_BINDINGS': 70,
    'GL_MAX_UNIFORM_BLOCK_SIZE': 65536,
    'GL_MAX_VARYING_COMPONENTS': 0,
    'GL_MAX_VARYING_VECTORS': 31,
    'GL_MAX_VARYING_FLOATS': 0,
    'GL_MAX_VERTEX_ATTRIBS': 16,
    'GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS': 16,
    'GL_MAX_VERTEX_UNIFORM_COMPONENTS': 4096,
    'GL_MAX_VERTEX_UNIFORM_VECTORS': 1024,
    'GL_MAX_VERTEX_OUTPUT_COMPONENTS': 128,
    'GL_MAX_VERTEX_UNIFORM_BLOCKS': 14,
    'GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET': 0,
    'GL_MAX_VERTEX_ATTRIB_BINDINGS': 0,
    'GL_VIEWPORT_BOUNDS_RANGE': (-32768, 32768),
    'GL_VIEWPORT_SUBPIXEL_BITS': 0,
    'GL_MAX_VIEWPORTS': 16
}
Context.includes: Dict[str, str]#

Mapping used for include statements.

Context.extra: Any#

User defined data.

Context Flags#

Context flags are used to enable or disable states in the context. These are not the same enum values as in opengl, but are rather bit flags so we can or them together setting multiple states in a simple way.

These values are available in the Context object and in the moderngl module when you don’t have access to the context.

import moderngl

# From moderngl
ctx.enable_only(moderngl.DEPTH_TEST | moderngl.CULL_FACE)

# From context
ctx.enable_only(ctx.DEPTH_TEST | ctx.CULL_FACE)
Context.NOTHING: int#

Represents no states. Can be used with Context.enable_only() to disable all states.

Context.BLEND: int#

Enable/disable blending

Context.DEPTH_TEST: int#

Enable/disable depth testing

Context.CULL_FACE: int#

Enable/disable face culling

Context.RASTERIZER_DISCARD: int#

Enable/disable rasterization

Context flag: Enables gl_PointSize in vertex or geometry shaders.

When enabled we can write to gl_PointSize in the vertex shader to specify the point size for each individual point.

If this value is not set in the shader the behavior is undefined. This means the points may or may not appear depending if the drivers enforce some default value for gl_PointSize.

Context.PROGRAM_POINT_SIZE: int#

When disabled Context.point_size is used.

Primitive Modes#

Context.POINTS: int#

Each vertex represents a point

Context.LINES: int#

Vertices 0 and 1 are considered a line. Vertices 2 and 3 are considered a line. And so on. If the user specifies a non-even number of vertices, then the extra vertex is ignored.

Context.LINE_LOOP: int#

As line strips, except that the first and last vertices are also used as a line. Thus, you get n lines for n input vertices. If the user only specifies 1 vertex, the drawing command is ignored. The line between the first and last vertices happens after all of the previous lines in the sequence.

Context.LINE_STRIP: int#

The adjacent vertices are considered lines. Thus, if you pass n vertices, you will get n-1 lines. If the user only specifies 1 vertex, the drawing command is ignored.

Context.TRIANGLES: int#

Vertices 0, 1, and 2 form a triangle. Vertices 3, 4, and 5 form a triangle. And so on.

Context.TRIANGLE_STRIP: int#

Every group of 3 adjacent vertices forms a triangle. The face direction of the strip is determined by the winding of the first triangle. Each successive triangle will have its effective face order reversed, so the system compensates for that by testing it in the opposite way. A vertex stream of n length will generate n-2 triangles.

Context.TRIANGLE_FAN: int#

The first vertex is always held fixed. From there on, every group of 2 adjacent vertices form a triangle with the first. So with a vertex stream, you get a list of triangles like so: (0, 1, 2) (0, 2, 3), (0, 3, 4), etc. A vertex stream of n length will generate n-2 triangles.

Context.LINES_ADJACENCY: int#

These are special primitives that are expected to be used specifically with geomtry shaders. These primitives give the geometry shader more vertices to work with for each input primitive. Data needs to be duplicated in buffers.

Context.LINE_STRIP_ADJACENCY: int#

These are special primitives that are expected to be used specifically with geomtry shaders. These primitives give the geometry shader more vertices to work with for each input primitive. Data needs to be duplicated in buffers.

Context.TRIANGLES_ADJACENCY: int#

These are special primitives that are expected to be used specifically with geomtry shaders. These primitives give the geometry shader more vertices to work with for each input primitive. Data needs to be duplicated in buffers.

Context.TRIANGLE_STRIP_ADJACENCY: int#

These are special primitives that are expected to be used specifically with geomtry shaders. These primitives give the geometry shader more vertices to work with for each input primitive. Data needs to be duplicated in buffers.

Context.PATCHES: int#

primitive type can only be used when Tessellation is active. It is a primitive with a user-defined number of vertices, which is then tessellated based on the control and evaluation shaders into regular points, lines, or triangles, depending on the TES’s settings.

Texture Filters#

Also available in the Context instance including mode details.

Context.NEAREST: int#

Returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates.

Context.LINEAR: int#

Returns the weighted average of the four texture elements that are closest to the specified texture coordinates. These can include items wrapped or repeated from other parts of a texture, depending on the values of texture repeat mode, and on the exact mapping.

Context.NEAREST_MIPMAP_NEAREST: int#

Chooses the mipmap that most closely matches the size of the pixel being textured and uses the NEAREST criterion (the texture element closest to the specified texture coordinates) to produce a texture value.

Context.LINEAR_MIPMAP_NEAREST: int#

Chooses the mipmap that most closely matches the size of the pixel being textured and uses the LINEAR criterion (a weighted average of the four texture elements that are closest to the specified texture coordinates) to produce a texture value.

Context.NEAREST_MIPMAP_LINEAR: int#

Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the NEAREST criterion (the texture element closest to the specified texture coordinates ) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

Context.LINEAR_MIPMAP_LINEAR: int#

Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the LINEAR criterion (a weighted average of the texture elements that are closest to the specified texture coordinates) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

Blend Functions#

Blend functions are used with Context.blend_func to control blending operations.

# Default value
ctx.blend_func = ctx.SRC_ALPHA, ctx.ONE_MINUS_SRC_ALPHA
Context.ZERO: int#

(0,0,0,0)

Context.ONE: int#

(1,1,1,1)

Context.SRC_COLOR: int#

(Rs0/kR,Gs0/kG,Bs0/kB,As0/kA)

Context.ONE_MINUS_SRC_COLOR: int#

(1,1,1,1) - (Rs0/kR,Gs0/kG,Bs0/kB,As0/kA)

Context.SRC_ALPHA: int#

(As0/kA,As0/kA,As0/kA,As0/kA)

Context.ONE_MINUS_SRC_ALPHA: int#

(1,1,1,1) - (As0/kA,As0/kA,As0/kA,As0/kA)

Context.DST_ALPHA: int#

(Ad/kA,Ad/kA,Ad/kA,Ad/kA)

Context.ONE_MINUS_DST_ALPHA: int#

(1,1,1,1) - (Ad/kA,Ad/kA,Ad/kA,Ad/kA)

Context.DST_COLOR: int#

(Rd/kR,Gd/kG,Bd/kB,Ad/kA)

Context.ONE_MINUS_DST_COLOR: int#

(1,1,1,1) - (Rd/kR,Gd/kG,Bd/kB,Ad/kA)

Blend Function Shortcuts#

Context.DEFAULT_BLENDING: tuple#

Shotcut for the default blending SRC_ALPHA, ONE_MINUS_SRC_ALPHA

Context.ADDITIVE_BLENDING: tuple#

Shotcut for additive blending ONE, ONE

Context.PREMULTIPLIED_ALPHA: tuple#

Shotcut for blend mode when using premultiplied alpha SRC_ALPHA, ONE

Blend Equations#

Used with Context.blend_equation.

Context.FUNC_ADD: int#

source + destination

Context.FUNC_SUBTRACT: int#

source - destination

Context.FUNC_REVERSE_SUBTRACT: int#

destination - source

Context.MIN: int#

Minimum of source and destination

Context.MAX: int#

Maximum of source and destination

Other Enums#

Context.FIRST_VERTEX_CONVENTION: int#

Specifies the first vertex should be used as the source of data for flat shaded varyings. Used with Context.provoking_vertex.

Context.LAST_VERTEX_CONVENTION: int#

Specifies the last vertex should be used as the source of data for flat shaded varyings. Used with Context.provoking_vertex.

Context.VERTEX_ATTRIB_ARRAY_BARRIER_BIT: int#

VERTEX_ATTRIB_ARRAY_BARRIER_BIT

Context.ELEMENT_ARRAY_BARRIER_BIT: int#

ELEMENT_ARRAY_BARRIER_BIT

Context.UNIFORM_BARRIER_BIT: int#

UNIFORM_BARRIER_BIT

Context.TEXTURE_FETCH_BARRIER_BIT: int#

TEXTURE_FETCH_BARRIER_BIT

Context.SHADER_IMAGE_ACCESS_BARRIER_BIT: int#

SHADER_IMAGE_ACCESS_BARRIER_BIT

Context.COMMAND_BARRIER_BIT: int#

COMMAND_BARRIER_BIT

Context.PIXEL_BUFFER_BARRIER_BIT: int#

PIXEL_BUFFER_BARRIER_BIT

Context.TEXTURE_UPDATE_BARRIER_BIT: int#

TEXTURE_UPDATE_BARRIER_BIT

Context.BUFFER_UPDATE_BARRIER_BIT: int#

BUFFER_UPDATE_BARRIER_BIT

Context.FRAMEBUFFER_BARRIER_BIT: int#

FRAMEBUFFER_BARRIER_BIT

Context.TRANSFORM_FEEDBACK_BARRIER_BIT: int#

TRANSFORM_FEEDBACK_BARRIER_BIT

Context.ATOMIC_COUNTER_BARRIER_BIT: int#

ATOMIC_COUNTER_BARRIER_BIT

Context.SHADER_STORAGE_BARRIER_BIT: int#

SHADER_STORAGE_BARRIER_BIT

Context.ALL_BARRIER_BITS: int#

ALL_BARRIER_BITS

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)