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Compact Python OpenGL rendering library

Project description

ZenGL

ZenGL is a minimalist Python module providing exactly one way to render scenes with OpenGL.

pip install zengl

ZenGL is ...

  • high-performance
  • simple - buffers, images, pipelines and there you go
  • easy-to-learn - it is simply OpenGL with no magic added
  • verbose - most common mistakes are catched and reported in a clear and understandable way
  • robust - there is no global state or external trouble-maker affecting the render
  • backward-compatible - it requires OpenGL 3.3 - it is just enough
  • cached - most OpenGL objects are reused between renders
  • zen - there is one way to do it

Concept

ZenGL provides a simple way to render from Python. We aim to support headless rendering first, rendering to a window is done by blitting the final image to the screen. By doing this we have full control of what we render. The window does not have to be multisample, and it requires no depth buffer at all.

read more...

Examples

pip install zengl[examples]

grass.py

grass

envmap.py

envmap

normal_mapping.py

normal_mapping

rigged_objects.py

rigged_objects

instanced_crates.py

instanced_crates

julia_fractal.py

julia_fractal

blending.py

blending

render_to_texture.py

render_to_texture

pybullet_box_pile.py

pybullet_box_pile

pygmsh_shape.py

pygmsh_shape

texture_array.py

texture_array

monkey.py

monkey

reflection.py

reflection

polygon_offset.py

polygon_offset

blur.py

blur

hello_triangle.py

hello_triangle

hello_triangle_srgb.py

hello_triangle_srgb

viewports.py

viewports

points.py

points

wireframe_terrain.py

wireframe_terrain

crate.py

crate

sdf_example.py

sdf_example

sdf_tree.py

sdf_tree

mipmaps.py

mipmaps

conways_game_of_life.py

conways_game_of_life

Headless

import zengl
from PIL import Image

ctx = zengl.context(zengl.loader(headless=True))

size = (1280, 720)
image = ctx.image(size, 'rgba8unorm', samples=1)

triangle = ctx.pipeline(
    vertex_shader='''
        #version 330

        out vec3 v_color;

        vec2 positions[3] = vec2[](
            vec2(0.0, 0.8),
            vec2(-0.6, -0.8),
            vec2(0.6, -0.8)
        );

        vec3 colors[3] = vec3[](
            vec3(1.0, 0.0, 0.0),
            vec3(0.0, 1.0, 0.0),
            vec3(0.0, 0.0, 1.0)
        );

        void main() {
            gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
            v_color = colors[gl_VertexID];
        }
    ''',
    fragment_shader='''
        #version 330

        in vec3 v_color;

        layout (location = 0) out vec4 out_color;

        void main() {
            out_color = vec4(v_color, 1.0);
        }
    ''',
    framebuffer=[image],
    topology='triangles',
    vertex_count=3,
)

image.clear_value = (1.0, 1.0, 1.0, 1.0)
image.clear()
triangle.render()

Image.frombuffer('RGBA', size, image.read(), 'raw', 'RGBA', 0, -1).save('hello.png')

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