At the lowest level, pyglet uses OpenGL to draw in windows. The OpenGL
interface is exposed via the pyglet.gl
module (see The OpenGL interface).
However, using the OpenGL interface directly for drawing graphics is difficult
and inefficient. The pyglet.graphics
module provides a simpler means for
drawing graphics that uses vertex arrays and vertex buffer objects internally
to deliver better performance.
The pyglet.graphics
module draws the OpenGL primitive objects by a mode
denoted by the constants
pyglet.gl.GL_POINTS
pyglet.gl.GL_LINES
pyglet.gl.GL_LINE_LOOP
pyglet.gl.GL_LINE_STRIP
pyglet.gl.GL_TRIANGLES
pyglet.gl.GL_TRIANGLE_STRIP
pyglet.gl.GL_TRIANGLE_FAN
pyglet.gl.GL_QUADS
pyglet.gl.GL_QUAD_STRIP
pyglet.gl.GL_POLYGON
See the OpenGL Programming Guide for a description of each of mode.
Each primitive is made up of one or more vertices. Each vertex is specified with either 2, 3 or 4 components (for 2D, 3D, or non-homogeneous coordinates). The data type of each component can be either int or float.
Use pyglet.graphics.draw()
to draw a primitive. The following example draws
two points at coordinates (10, 15) and (30, 35):
pyglet.graphics.draw(2, pyglet.gl.GL_POINTS,
('v2i', (10, 15, 30, 35))
)
The first and second arguments to the function give the number of vertices to draw and the primitive mode, respectively. The third argument is a “data item”, and gives the actual vertex data.
However, because of the way the graphics API renders multiple primitives with
shared state, GL_POLYGON
, GL_LINE_LOOP
and GL_TRIANGLE_FAN
cannot
be used — the results are undefined.
Alternatively, the NV_primitive_restart
extension can be used if it is
present. This also permits use of GL_POLYGON
, GL_LINE_LOOP
and
GL_TRIANGLE_FAN
. Unfortunately the extension is not provided by older
video drivers, and requires indexed vertex lists.
Because vertex data can be supplied in several forms, a “format string” is
required. In this case, the format string is "v2i"
, meaning the vertex
position data has two components (2D) and int type.
The following example has the same effect as the previous one, but uses floating point data and 3 components per vertex:
pyglet.graphics.draw(2, pyglet.gl.GL_POINTS,
('v3f', (10.0, 15.0, 0.0, 30.0, 35.0, 0.0))
)
Vertices can also be drawn out of order and more than once by using the
pyglet.graphics.draw_indexed()
function. This requires a list of integers
giving the indices into the vertex data. The following example draws the same
two points as above, but indexes the vertices (sequentially):
pyglet.graphics.draw_indexed(2, pyglet.gl.GL_POINTS,
[0, 1],
('v2i', (10, 15, 30, 35))
)
This second example is more typical; two adjacent triangles are drawn, and the shared vertices are reused with indexing:
pyglet.graphics.draw_indexed(4, pyglet.gl.GL_TRIANGLES,
[0, 1, 2, 0, 2, 3],
('v2i', (100, 100,
150, 100,
150, 150,
100, 150))
)
Note that the first argument gives the number of vertices in the data, not the number of indices (which is implicit on the length of the index list given in the third argument).
When using GL_LINE_STRIP
, GL_TRIANGLE_STRIP
or GL_QUAD_STRIP
care
must be taken to insert degenerate vertices at the beginning and end of each
vertex list. For example, given the vertex list:
A, B, C, D
the correct vertex list to provide the vertex list is:
A, A, B, C, D, D
Besides the required vertex position, vertices can have several other numeric attributes. Each is specified in the format string with a letter, the number of components and the data type.
Each of the attributes is described in the table below with the set of valid
format strings written as a regular expression (for example, "v[234][if]"
means "v2f"
, "v3i"
, "v4f"
, etc. are all valid formats).
Some attributes have a “recommended” format string, which is the most efficient form for the video driver as it requires less conversion.
Attribute Formats Recommended Vertex position "v[234][sifd]"
"v[234]f"
Color "c[34][bBsSiIfd]"
"c[34]B"
Edge flag "e1[bB]"
Fog coordinate "f[1234][bBsSiIfd]"
Normal "n3[bsifd]"
"n3f"
Secondary color "s[34][bBsSiIfd]"
"s[34]B"
Texture coordinate "[0-31]?t[234][sifd]"
"[0-31]?t[234]f"
Generic attribute "[0-15]g(n)?[1234][bBsSiIfd]"
The possible data types that can be specified in the format string are described below.
Format Type Python type "b"
Signed byte int "B"
Unsigned byte int "s"
Signed short int "S"
Unsigned short int "i"
Signed int int "I"
Unsigned int int "f"
Single precision float float "d"
Double precision float float
The following attributes are normalised to the range [0, 1]
. The value is
used as-is if the data type is floating-point. If the data type is byte,
short or int, the value is divided by the maximum value representable by that
type. For example, unsigned bytes are divided by 255 to get the normalised
value.
"n"
format given.Texture coordinate attributes may optionally be preceded by a texture unit
number. If unspecified, texture unit 0 (GL_TEXTURE0
) is implied. It is
the application’s responsibility to ensure that the OpenGL version is adequate
and that the specified texture unit is within the maximum allowed by the
implementation.
Up to 16 generic attributes can be specified per vertex, and can be used by shader programs for any purpose (they are ignored in the fixed-function pipeline). For the other attributes, consult the OpenGL programming guide for details on their effects.
When using the pyglet.graphics.draw and related functions, attribute data is specified alongside the vertex position data. The following example reproduces the two points from the previous page, except that the first point is blue and the second green:
pyglet.graphics.draw(2, pyglet.gl.GL_POINTS,
('v2i', (10, 15, 30, 35)),
('c3B', (0, 0, 255, 0, 255, 0))
)
It is an error to provide more than one set of data for any attribute, or to mismatch the size of the initial data with the number of vertices specified in the first argument.
There is a significant overhead in using pyglet.graphics.draw()
and
pyglet.graphics.draw_indexed()
due to pyglet interpreting and formatting
the vertex data for the video device. Usually the data drawn in each frame
(of an animation) is identical or very similar to the previous frame, so
this overhead is unnecessarily repeated.
A VertexList
is a list of vertices and their attributes, stored in
an efficient manner that’s suitable for direct upload to the video card.
On newer video cards (supporting OpenGL 1.5 or later) the data is actually
stored in video memory.
Create a VertexList
for a set of attributes and initial data with
pyglet.graphics.vertex_list()
. The following example creates a vertex
list with the two coloured points used in the previous page:
vertex_list = pyglet.graphics.vertex_list(2,
('v2i', (10, 15, 30, 35)),
('c3B', (0, 0, 255, 0, 255, 0))
)
To draw the vertex list, call its draw()
method:
vertex_list.draw(pyglet.gl.GL_POINTS)
Note that the primitive mode is given to the draw method, not the vertex list
constructor. Otherwise the pyglet.graphics.vertex_list()
function takes the same arguments
as pyglet.graphics.draw
, including any number of vertex attributes.
Because vertex lists can reside in video memory, it is necessary to call the delete method to release video resources if the vertex list isn’t going to be used any more (there’s no need to do this if you’re just exiting the process).
The data in a vertex list can be modified. Each vertex attribute (including
the vertex position) appears as an attribute on the VertexList
object. The
attribute names are given in the following table.
Vertex attribute Object attribute Vertex position vertices
Color colors
Edge flag edge_flags
Fog coordinate fog_coords
Normal normals
Secondary color secondary_colors
Texture coordinate tex_coords
[1]Generic attribute Inaccessible
In the following example, the vertex positions of the vertex list are updated
by replacing the vertices
attribute:
vertex_list.vertices = [20, 25, 40, 45]
The attributes can also be selectively updated in-place:
vertex_list.vertices[:2] = [30, 35]
Similarly, the color attribute of the vertex can be updated:
vertex_list.colors[:3] = [255, 0, 0]
For large vertex lists, updating only the modified vertices can have a perfomance benefit, especially on newer graphics cards.
Attempting to set the attribute list to a different size will cause an error (not necessarily immediately, either). To resize the vertex list, call VertexList.resize with the new vertex count. Be sure to fill in any newly uninitialised data after resizing the vertex list.
Since vertex lists are mutable, you may not necessarily want to initialise
them with any particular data. You can specify just the format string in
place of the (format, data)
tuple in the data arguments vertex_list
function. The following example creates a vertex list of 1024 vertices with
positional, color, texture coordinate and normal attributes:
vertex_list = pyglet.graphics.vertex_list(1024, 'v3f', 'c4B', 't2f', 'n3f')
By default, pyglet assumes vertex data will be updated less often than it is drawn, but more often than just during initialisation. You can override this assumption for each attribute by affixing a usage specification onto the end of the format string, detailed in the following table:
Usage Description "/static"
Data is never or rarely modified after initialisation "/dynamic"
Data is occasionally modified (default) "/stream"
Data is updated every frame
In the following example a vertex list is created in which the positional data is expected to change every frame, but the color data is expected to remain relatively constant:
vertex_list = pyglet.graphics.vertex_list(1024, 'v3f/stream', 'c4B/static')
The usage specification affects how pyglet lays out vertex data in memory,
whether or not it’s stored on the video card, and is used as a hint to OpenGL.
Specifying a usage does not affect what operations are possible with a vertex
list (a static
attribute can still be modified), and may only have
performance benefits on some hardware.
IndexedVertexList
performs the same
role as VertexList
, but for indexed
vertices. Use pyglet.graphics.vertex_list_indexed()
to construct an indexed
vertex list, and update the
indices
sequence to
change the indices.
[1] | Only texture coordinates for texture unit 0 are accessible through this attribute. |
For optimal OpenGL performance, you should render as many vertex lists as
possible in a single draw
call. Internally, pyglet uses VertexDomain
and IndexedVertexDomain
to keep vertex lists that share the same attribute
formats in adjacent areas of memory. The entire domain of vertex lists can
then be drawn at once, without calling draw()
on each individual
list.
It is quite difficult and tedious to write an application that manages vertex domains itself, though. In addition to maintaining a vertex domain for each set of attribute formats, domains must also be separated by primitive mode and required OpenGL state.
The Batch
class implements this functionality, grouping related vertex lists
together and sorting by OpenGL state automatically. A batch is created with
no arguments:
batch = pyglet.graphics.Batch()
Vertex lists can now be created with the add()
and add_indexed()
methods instead of pyglet.graphics.vertex_list()
and
pyglet.graphics.vertex_list_indexed()
functions. Unlike the module functions,
these methods accept a mode
parameter (the primitive mode) and a group
parameter (described below).
The two coloured points from previous pages can be added to a batch as a single vertex list with:
vertex_list = batch.add(2, pyglet.gl.GL_POINTS, None,
('v2i', (10, 15, 30, 35)),
('c3B', (0, 0, 255, 0, 255, 0))
)
The resulting vertex_list can be modified as described in the previous
section. However, instead of calling VertexList.draw
to draw it, call
Batch.draw()
to draw all vertex lists contained in the batch at once:
batch.draw()
For batches containing many vertex lists this gives a significant performance improvement over drawing individual vertex lists.
To remove a vertex list from a batch, call VertexList.delete()
.
In order to achieve many effects in OpenGL one or more global state parameters must be set. For example, to enable and bind a texture requires:
from pyglet.gl import *
glEnable(texture.target)
glBindTexture(texture.target, texture.id)
before drawing vertex lists, and then:
glDisable(texture.target)
afterwards to avoid interfering with later drawing commands.
With a Group
these state changes can be encapsulated and associated with the
vertex lists they affect. Subclass Group
and override the Group.set_state
and Group.unset_state methods to perform the required state changes:
class CustomGroup(pyglet.graphics.Group):
def set_state(self):
glEnable(texture.target)
glBindTexture(texture.target, texture.id)
def unset_state(self):
glDisable(texture.target)
An instance of this group can now be attached to vertex lists in the batch:
custom_group = CustomGroup()
vertex_list = batch.add(2, pyglet.gl.GL_POINTS, custom_group,
('v2i', (10, 15, 30, 35)),
('c3B', (0, 0, 255, 0, 255, 0))
)
The Batch
ensures that the appropriate set_state
and unset_state
methods are called before and after the vertex lists that use them.
Groups have a parent attribute that allows them to be implicitly organised
in a tree structure. If groups B and C have parent A, then the
order of set_state
and unset_state
calls for vertex lists in a batch
will be:
A.set_state()
# Draw A vertices
B.set_state()
# Draw B vertices
B.unset_state()
C.set_state()
# Draw C vertices
C.unset_state()
A.unset_state()
This is useful to group state changes into as few calls as possible. For example, if you have a number of vertex lists that all need texturing enabled, but have different bound textures, you could enable and disable texturing in the parent group and bind each texture in the child groups. The following example demonstrates this:
class TextureEnableGroup(pyglet.graphics.Group):
def set_state(self):
glEnable(GL_TEXTURE_2D)
def unset_state(self):
glDisable(GL_TEXTURE_2D)
texture_enable_group = TextureEnableGroup()
class TextureBindGroup(pyglet.graphics.Group):
def __init__(self, texture):
super(TextureBindGroup, self).__init__(parent=texture_enable_group)
assert texture.target = GL_TEXTURE_2D
self.texture = texture
def set_state(self):
glBindTexture(GL_TEXTURE_2D, self.texture.id)
# No unset_state method required.
def __eq__(self, other):
return (self.__class__ is other.__class__ and
self.texture.id == other.texture.id and
self.texture.target == other.texture.target and
self.parent == other.parent)
def __hash__(self):
return hash((self.texture.id, self.texture.target))
batch.add(4, GL_QUADS, TextureBindGroup(texture1), 'v2f', 't2f')
batch.add(4, GL_QUADS, TextureBindGroup(texture2), 'v2f', 't2f')
batch.add(4, GL_QUADS, TextureBindGroup(texture1), 'v2f', 't2f')
Note the use of an __eq__
method on the group to allow Batch
to merge
the two TextureBindGroup
identical instances.
VertexDomain
does not attempt to keep vertex lists in any particular order.
So, any vertex lists sharing the same primitive mode, attribute formats and
group will be drawn in an arbitrary order. However,
Batch
will sort Group
objects sharing the same parent by their __cmp__
method. This allows
groups to be ordered.
The OrderedGroup
class is a convenience group that does not set any OpenGL
state, but is parameterised by an integer giving its draw order. In the
following example a number of vertex lists are grouped into a “background”
group that is drawn before the vertex lists in the “foreground” group:
background = pyglet.graphics.OrderedGroup(0)
foreground = pyglet.graphics.OrderedGroup(1)
batch.add(4, GL_QUADS, foreground, 'v2f')
batch.add(4, GL_QUADS, background, 'v2f')
batch.add(4, GL_QUADS, foreground, 'v2f')
batch.add(4, GL_QUADS, background, 'v2f', 'c4B')
By combining hierarchical groups with ordered groups it is possible to
describe an entire scene within a single Batch
, which then renders it as
efficiently as possible.
The Sprite
, Label
and
TextLayout
classes all accept batch
and
group
parameters in their constructors. This allows you to add any of
these higher-level pyglet drawables into arbitrary places in your rendering
code.
For example, multiple sprites can be grouped into a single batch and then
drawn at once, instead of calling Sprite.draw()
on each one individually:
batch = pyglet.graphics.Batch()
sprites = [pyglet.sprite.Sprite(image, batch=batch) for i in range(100)]
batch.draw()
The group
parameter can be used to set the drawing order (and hence which
objects overlap others) within a single batch, as described on the previous
page.
In general you should batch all drawing objects into as few batches as
possible, and use groups to manage the draw order and other OpenGL state
changes for optimal performance. If you are creating your own drawable
classes, consider adding batch
and group
parameters in a similar way.