29a.ch by Jonas Wagner

Rendering the Mandelbrot set using Python and OpenGL/GLSL

By

screenshot The mandelbrot set has always fascinated me. I can't recall when I wrote the my first application to visualize it but it must be a while back. What I can recall however is that it was slow, very slow. When I got a new graphics card some months ago I wrote a new version of that program in python using OpenGL. The new program runs amazingly fast, I was able to get 60 fps at a resolution of 1680x1050 pixels using a maximum of 200 iterations for each pixel. Today I was looking for a new header for this website, recalled to program and decided to publish it here. It requires graphics hardware capable of handling GLSL. I've only tested it on nvidia GPU's so expect some problems with others.

#!/usr/bin/python                                                             
# vim: set fileencoding=utf-8 :
###########################################################################
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#   :?.....  ..F   `"**~ 88888' 9888  9888     .   9888       888E  888E  #
#  /""888888888~  .xx.   88888  9888  9888   .@8c  ?8888u../  888E  888E  #
#  8:  "888888*  '8888   8888~  "888*""888" '%888"  "8888P'  m888N= 888/  #
#  ""    "**"`    888"  :88%     ^Y"   ^Y'    ^*      "P'     `Y"   888   #
#                   ^"===""                                         J88"  #
#  glslmandelbrot.py                                     ,---.    ,@%     #
#  Description: renders the mandelbrot set on the gpu   |'o o'|           #
#  Author:  Jonas Wagner                              B=.| m |.=B         #
#  License: GNU GPL V3 or later                          `,-.´            #
#  Website: https://29a.ch/                           B=´     `=B         #
#                                                                         #
#  Usage:                                                                 #
#  You can move arround by dragging with the left mouse button            #
#  You can zoom in and out with your mouse wheel                          #
#  You can toggle the fullscreen mode with the F key                      #
#  You can toggle the fps display with the F1 key                         #
#  You can save a screenshot to a file called screenshot.png with F2      #
#  enjoy!                                                                 #
#                                                                         #
#  Legal Foo                                                              #
#                                                                         #
#  Copyright (C) 2008 Jonas Wagner                                        #
#  This program is free software; you can redistribute it and/or modify   #
#  it under the terms of the GNU General Public License as published by   #
#  the Free Software Foundation; either version 3 of the License, or      #
#  (at your option) any later version.                                    #
#                                                                         #
#  This program is distributed in the hope that it will be useful,        #
#  but WITHOUT ANY WARRANTY; without even the implied warranty of         #
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the          #
#  GNU General Public License for more details.                           #
#                                                                         #
###########################################################################

import ctypes as c

import pyglet
import pyglet.clock
import pyglet.window
from pyglet.window import key
from pyglet import gl

vertex_shader = """
uniform float real;
uniform float w;
uniform float imag;
uniform float h;

varying float xpos;
varying float ypos;

void main(void)
{
  xpos = clamp(gl_Vertex.x, 0.0,1.0)*w+real;
  ypos = clamp(gl_Vertex.y, 0.0,1.0)*h+imag;

  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
"""

fragment_shader = """
varying float xpos;
varying float ypos;
varying float zpos;
void main (void)
{
    float iter = 0.0;
    float max_square = 3.0;
    float square = 0.0;
    float r = 0.0;
    float i = 0.0;
    float rt = 0.0;
    float it = 0.0;
    while(iter < 1.0 && square < max_square)
    {
        rt = (r*r) - (i*i) + xpos;
        it = (2.0 * r * i) + ypos;
        r = rt;
        i = it;
        square = (r*r)+(i*i);
        iter += 0.005;
    }
    gl_FragColor = vec4 (iter, iter, sin(iter*2.00), 1.0);
}
"""

class ShaderException(Exception):
    pass

class Shader(object):
    """Wrapper to create opengl 2.0 shader programms"""
    def __init__(self, vertex_source, fragment_source):
        self.program = gl.glCreateProgram()
        self.vertex_shader = self.create_shader(vertex_source,
                gl.GL_VERTEX_SHADER)
        self.fragment_shader = self.create_shader(fragment_source,
                gl.GL_FRAGMENT_SHADER)
        gl.glAttachShader(self.program, self.vertex_shader)
        gl.glAttachShader(self.program, self.fragment_shader)
        gl.glLinkProgram(self.program)
        message = self.get_program_log(self.program)
        if message:
            raise ShaderException(message)

    def create_shader(self, source, shadertype):
        # get a char[]
        sbuffer = c.create_string_buffer(source)
        # get a char **
        pointer = c.cast(c.pointer(c.pointer(sbuffer)),
                c.POINTER(c.POINTER(c.c_char)))
        # a long * NULL pointer
        nulll = c.POINTER(c.c_long)()
        shader = gl.glCreateShader(shadertype)
        gl.glShaderSource(shader, 1, pointer, None)
        gl.glCompileShader(shader)
        message = self.get_shader_log(shader)
        if message:
            raise ShaderException(message)
        return shader

    def set_uniform_f(self, name, value):
        location = gl.glGetUniformLocation(self.program, name)
        gl.glUniform1f(location, value)

    def __setitem__(self, name, value):
        """pass a variable to the shader"""
        if isinstance(value, float):
            self.set_uniform_f(name, value)
        else:
            raise TypeError("Only floats are supported so far")

    def use(self):
        gl.glUseProgram(self.program)

    def stop(self):
        gl.glUseProgram(0)

    def get_shader_log(self, shader):
        return self.get_log(shader, gl.glGetShaderInfoLog)

    def get_program_log(self, shader):
        return self.get_log(shader, gl.glGetProgramInfoLog)

    def get_log(self, obj, func):
        log_buffer = c.create_string_buffer(4096)
        buffer_pointer = c.cast(c.pointer(log_buffer), c.POINTER(c.c_char))
        written = c.c_int()
        func(obj, 4096, c.pointer(written), buffer_pointer)
        return log_buffer.value


class MainWindow(pyglet.window.Window):
    def __init__(self):
        pyglet.window.Window.__init__(self, width=640, height=480,
                resizable=True)
        self.fps = pyglet.clock.ClockDisplay()
        self.shader = Shader(vertex_shader, fragment_shader)
        self.real = -2.0
        self.w = 3.0
        self.imag = -1.0
        self.h = 2.0
        self.show_fps = False

    def on_key_press(self, symbol, modifiers):
        if symbol == key.ESCAPE:
            self.has_exit = True
        elif symbol == key.F:
            self.set_fullscreen(not self.fullscreen)
        elif symbol == key.F1:
            self.show_fps = not self.show_fps
        elif symbol == key.F2:
            pyglet.image.get_buffer_manager().get_color_buffer().save('screenshot.png')

    def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
        self.real -= self.w / self.width * dx
        self.imag -= self.h / self.height * dy

    def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
        if scroll_y > 0:
            self.real += (float(x) / self.width * self.w) - self.w * 0.25
            self.w *= 0.5
            self.imag += (float(y) / self.height * self.h) - self.h * 0.25
            self.h *= 0.5
        else:
            self.real += (float(x) / self.width * self.w) - self.w
            self.w *= 2.0
            self.imag += (float(y) / self.height * self.h) - self.h
            self.h *= 2.0

    def on_resize(self, width, height):
        ratio = float(width) / height
        self.w = ratio * self.h
        pyglet.window.Window.on_resize(self, width, height)

    def run(self):
        while not self.has_exit:
            pyglet.clock.tick()
            self.dispatch_events()
            gl.glClear(gl.GL_COLOR_BUFFER_BIT)
            gl.glLoadIdentity()
            self.shader.use()
            self.shader["real"] = self.real
            self.shader["w"] = self.w
            self.shader["imag"] = self.imag
            self.shader["h"] = self.h
            gl.glBegin(gl.GL_QUADS)
            gl.glVertex3f(0.0, 0.0, 0.0)
            gl.glVertex3f(0.0, self.height, 0.0)
            gl.glVertex3f(self.width, self.height, 0.0)
            gl.glVertex3f(self.width, 0.0, 0.0)
            gl.glEnd()
            self.shader.stop()
            if self.show_fps:
                self.fps.draw()
            self.flip()

def main():
    MainWindow().run()

if __name__ == "__main__":
    main()