Metadata-Version: 2.4
Name: pypp-opengl
Version: 1.0.1a0
Summary: A Py++ library for OpenGL
Project-URL: Homepage, https://github.com/curtispuetz/pypp-opengl
Author-email: Curtis Puetz <pypp.main@yahoo.com>
License: MIT
License-File: LICENSE
Requires-Python: >=3.13
Requires-Dist: numpy
Requires-Dist: pyopengl
Description-Content-Type: text/markdown

# OpenGL for Py++

`pypp-opengl` is a [Py++](https://pypp-docs.readthedocs.io/) library for OpenGL

## Examples

### Drawing a triangle

The canonical OpenGL starting-point program of drawing a triangle.

```python
from pypp_opengl import (
    GL,
    np,
    gl_gen_buffer,
    gl_gen_vertex_array,
    gl_shader_source,
    gl_get_shader_iv,
    gl_get_program_iv,
    gl_get_shader_info_log,
    gl_get_program_info_log,
    gl_delete_buffer,
    gl_delete_vertex_array,
    glad_load_gl,
)
from pypp_glfw import GLFWwindowPtr, glfw
from pypp_python import to_c_string, NULL, float32
from pypp_python.stl import ctypes

# Vertex shader source
vertex_shader_src: str = """
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;

out vec3 vertexColor;

void main()
{
    gl_Position = vec4(position, 1.0);
    vertexColor = color;
}
"""

# Fragment shader source
fragment_shader_src: str = """
#version 330 core
in vec3 vertexColor;
out vec4 FragColor;

void main()
{
    FragColor = vec4(vertexColor, 1.0);
}
"""


def compile_shader(source: str, shader_type: GL.GLenum) -> GL.GLuint:
    shader: GL.GLuint = GL.glCreateShader(shader_type)
    gl_shader_source(shader, source)
    GL.glCompileShader(shader)
    if not gl_get_shader_iv(shader, GL.GL_COMPILE_STATUS):
        raise RuntimeError(
            "Shader compilation failed: " + gl_get_shader_info_log(shader)
        )
    return shader


def create_shader_program() -> GL.GLuint:
    vertex_shader: GL.GLuint = compile_shader(vertex_shader_src, GL.GL_VERTEX_SHADER)
    fragment_shader: GL.GLuint = compile_shader(
        fragment_shader_src, GL.GL_FRAGMENT_SHADER
    )

    program: GL.GLuint = GL.glCreateProgram()
    GL.glAttachShader(program, vertex_shader)
    GL.glAttachShader(program, fragment_shader)
    GL.glLinkProgram(program)

    if not gl_get_program_iv(program, GL.GL_LINK_STATUS):
        raise RuntimeError(
            "Program linking failed: " + gl_get_program_info_log(program)
        )

    GL.glDeleteShader(vertex_shader)
    GL.glDeleteShader(fragment_shader)

    return program


def opengl_test():
    # Initialize GLFW
    if not glfw.init():
        raise Exception("Failed to initialize GLFW")

    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 6)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)

    # Create window
    window: GLFWwindowPtr = glfw.create_window(
        800, 600, to_c_string("PyOpenGL Triangle"), NULL, NULL
    )
    if not window:
        glfw.terminate()
        raise Exception("Failed to create GLFW window")

    glfw.make_context_current(window)

    if not glad_load_gl():
        raise Exception("Failed to initialize GLAD")

    # Vertex data (positions + colors)
    # fmt: off
    vertices: list[float32] = [
        -0.5, -0.5, 0.0, 
        1.0, 0.0, 0.0,  # bottom left (red)
        0.5, -0.5, 0.0,
        0.0, 1.0, 0.0,  # bottom right (green)
        0.0, 0.5, 0.0,
        0.0, 0.0, 1.0,  # top (blue)
    ]
    # fmt: on

    # Create VAO and VBO
    vao: GL.GLuint = gl_gen_vertex_array()
    vbo: GL.GLuint = gl_gen_buffer()

    GL.glBindVertexArray(vao)

    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo)
    GL.glBufferData(
        GL.GL_ARRAY_BUFFER,
        len(vertices) * GL.sizeof(GL.GLfloat),
        np.array(vertices, np.float32),
        GL.GL_STATIC_DRAW,
    )

    # Position attribute
    GL.glVertexAttribPointer(
        0, 3, GL.GL_FLOAT, GL.GL_FALSE, 6 * GL.sizeof(GL.GLfloat), ctypes.c_void_p(0)
    )
    GL.glEnableVertexAttribArray(0)

    # Color attribute
    GL.glVertexAttribPointer(
        1,
        3,
        GL.GL_FLOAT,
        GL.GL_FALSE,
        6 * GL.sizeof(GL.GLfloat),
        ctypes.c_void_p(3 * GL.sizeof(GL.GLfloat)),
    )
    GL.glEnableVertexAttribArray(1)

    # Build shader program
    shader_program: GL.GLuint = create_shader_program()

    # Main render loop
    while not glfw.window_should_close(window):
        glfw.poll_events()

        GL.glClearColor(0.2, 0.3, 0.3, 1.0)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)

        GL.glUseProgram(shader_program)
        GL.glBindVertexArray(vao)
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)

        glfw.swap_buffers(window)

    # Cleanup
    gl_delete_vertex_array(vao)
    gl_delete_buffer(vbo)
    glfw.terminate()


if __name__ == "__main__":
    opengl_test()
```

## API

The API is mainly defined by the [PyOpenGL](https://pypi.org/project/PyOpenGL/) project (i.e. you use `GL.someName`, like with `PyOpenGL`). However, there are a few special functions that `pypp-opengl` has a separate API for, to make them more compatiable with Py++ (since Py++ is statically typed and does not use pointers). These special functions are:


```python
gl_gen_buffer
gl_gen_buffers
gl_delete_buffer
gl_gen_vertex_array
gl_gen_vertex_arrays
gl_delete_vertex_array
gl_delete_vertex_arrays
gl_shader_source
gl_shader_sources
gl_get_shader_iv
gl_get_program_iv
gl_get_shader_info_log
gl_get_program_info_log
```

## Supported OpenGL attributes and functions

Only the attributes and functions which are shown in the above examples are tested. However, its very likely that others will work also, and you will most easily find out by trying them in your code.

When you find an attribute or function which does not work, it would be really helpful if you submit a feature request with title `support for <some_name>`. Thanks in advance for if you do that.

## Bug reports

Report bugs to the Issues tab on this github repo using the `bug` label.

## Feature requests

Submit feature requests to the Issues tab on this github repo using the `feature request` label.