I'm writing an interactive (zoom/pan) mandelbrot set viewer in python, and I'm having some performance issues. I'm currently using pyglet and PyOpenGL to render the pixels since I like how it handles mouse events. I generate the pixel values using numpy, and after some searching on stack exchange/docs/other places, I'm currently using glDrawPixels to draw the pixels. The application is horribly slow, taking ~1.5s to draw. I've heard that using textures is much faster, but I have no experience with them, and learning that much OpenGL seems like it should be unnecessary. Another approach I have considered is using vertex lists and batched rendering with pyglet, but it seems wrong to created a new GL_POINT at every single pixel on the screen. Am I going about this all wrong? Is there a better way to render something to the screen when pixels change so frequently? Code below:
# this code all is in a class that subclasses pyglet.window.Window
# called every 1/10.0 seconds, update 10 frames
def update_region(self):
# this code just computes new mandelbrot detail
if self.i < self.NUM_IT:
for _ in range(10): # do 10 iterations every update, can be customizable
self.z = np.where(np.absolute(self.z) < self.THRESHOLD,
self.z ** 2 + self.reg, self.z)
self.pixels = np.where(
(self.pixels == self.NUM_IT) & (np.absolute(self.z) >
self.THRESHOLD), self.i, self.pixels)
self.i = self.i + 1
def update_frame(self, x, y):
self.update_region()
# color_pixels is what will actually be rendered
self.color_pixels = self.cmap.to_rgba(self.pixels).flatten()
def on_draw(self): # draw method called every update (set to .1s)
start = time.time()
glClear(GL_COLOR_BUFFER_BIT)
glDrawPixels(2 * self.W, 2 * self.H, GL_RGBA, GL_FLOAT, (GLfloat * len(self.color_pixels))(*self.color_pixels))
glutSwapBuffers()
print('on_draw took {0} seconds'.format(time.time() - start))