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Program
=======
.. py:class:: Program
Returned by :py:meth:`Context.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 :py:class:`VertexArray` objects.
The VertexArray object is capable of binding the Program object once the
:py:meth:`VertexArray.render` or :py:meth:`VertexArray.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 :py:meth:`Context.program` to create one.
Uniform buffers can be bound using :py:meth:`Buffer.bind_to_uniform_block`
or can be set individually. For more complex binding yielding higher
performance consider using :py:class:`moderngl.Scope`.
Methods
-------
.. py:method:: Program.get(key: str, default: Any) -> Uniform | UniformBlock | Attribute | Varying
Returns a Uniform, UniformBlock, Attribute or Varying.
:param default: This is the value to be returned in case key does not exist.
.. py:method:: Program.__getitem__
Get a member such as uniforms, uniform blocks, attributes and varyings by name.
.. code-block:: python
# Get a uniform
uniform = program['color']
# Uniform values can be set on the returned object
# or the `__setitem__` shortcut can be used.
program['color'].value = 1.0, 1.0, 1.0, 1.0
# Still when writing byte data we need to use the `write()` method
program['color'].write(buffer)
.. py:method:: Program.__setitem__
Set a value of uniform or uniform block.
.. code-block:: python
# Set a vec4 uniform
uniform['color'] = 1.0, 1.0, 1.0, 1.0
# Optionally we can store references to a member and set the value directly
uniform = program['color']
uniform.value = 1.0, 0.0, 0.0, 0.0
uniform = program['cameraMatrix']
uniform.write(camera_matrix)
.. py:method:: Program.__iter__
Yields the internal members names as strings.
This includes all members such as uniforms, attributes etc.
Example::
# Print member information
for name in program:
member = program[name]
print(name, type(member), member)
Output::
vert <class 'moderngl.program_members.attribute.Attribute'> <Attribute: 0>
vert_color <class 'moderngl.program_members.attribute.Attribute'> <Attribute: 1>
gl_InstanceID <class 'moderngl.program_members.attribute.Attribute'> <Attribute: -1>
rotation <class 'moderngl.program_members.uniform.Uniform'> <Uniform: 0>
scale <class 'moderngl.program_members.uniform.Uniform'> <Uniform: 1>
We can filter on member type if needed::
for name in prog:
member = prog[name]
if isinstance(member, moderngl.Uniform):
print('Uniform', name, member)
or a less verbose version using dict comprehensions::
uniforms = {name: self.prog[name] for name in self.prog
if isinstance(self.prog[name], moderngl.Uniform)}
print(uniforms)
Output::
{'rotation': <Uniform: 0>, 'scale': <Uniform: 1>}
.. py:method:: Program.release() -> None
Release the ModernGL object.
Attributes
----------
.. py:attribute:: Program.geometry_input
:type: int
The geometry input primitive.
The GeometryShader's input primitive if the GeometryShader exists.
The geometry input primitive will be used for validation.
(from ``layout(input_primitive) in;``)
This can only be ``POINTS``, ``LINES``, ``LINES_ADJACENCY``, ``TRIANGLES``, ``TRIANGLE_ADJACENCY``.
.. py:attribute:: Program.geometry_output
:type: int
The geometry output primitive.
The GeometryShader's output primitive if the GeometryShader exists.
This can only be ``POINTS``, ``LINE_STRIP`` and ``TRIANGLE_STRIP``
(from ``layout(output_primitive, max_vertices = vert_count) out;``)
.. py:attribute:: Program.geometry_vertices
:type: int
The maximum number of vertices that the geometry shader will output.
(from ``layout(output_primitive, max_vertices = vert_count) out;``)
.. py:attribute:: Program.is_transform
:type: int
If this is a tranform program (no fragment shader).
.. py:attribute:: Program.ctx
:type: Context
The context this object belongs to
.. py:attribute:: Program.glo
:type: int
The internal OpenGL object.
This values is provided for interoperability and debug purposes only.
.. py:attribute:: Program.extra
:type: Any
User defined data.
Examples
--------
.. rubric:: A simple program designed for rendering
.. code-block:: python
:linenos:
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);
}
''',
)
.. rubric:: A simple program designed for transforming
.. code-block:: python
:linenos:
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
---------------
.. toctree::
:maxdepth: 2
uniform.rst
uniform_block.rst
storage_block.rst
attribute.rst
varying.rst
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