demosys-py documentation

A Python 3 cross platform OpenGL 3.3+ core framework based on ModernGL

screenshot1 screenshot2

Getting Started

Make sure you have Python 3.5 or later installed. On Windows and OS X you can simply install the latest Python 3 by downloading an installer from the Official Python site.

Create a virtualenv

First of all create a directory for your project and navigate to it using a terminal. We assume Python 3.6 here.

OS X / Linux

python3.6 -m pip install virtualenv
python3.6 -m virtualenv env
source env/bin/activate

Windows

python36.exe -m pip install virtualenv
python36.exe -m virtualenv env
.\env\Scripts\activate

We have now created and activated an isolated Python environment and are ready to install packages without affecting the Python versions in our operating system.

Setting up a Project

Install the demosys-py

pip install demosys-py

This will add a new command demosys-admin we use to create a project.

demosys-admin createproject myproject

This will generate the following files:

myproject
└── settings.py
└── project.py
manage.py
  • settings.py: the settings for your project
  • project.py: your project config
  • manage.py: entrypoint script for running your project

These files can be left unchanged for now. We mainly need manage.py as an entrypoint to the framework and the default settings should be enough.

  • An overview of the settings can be found in the /reference/settings section.
  • More information about projects can be found in the Project section.

Creating an Effect Package

In order to draw something to the screen we have to make an effect package with at least one effect. We can create this effect package in the root or inside myproject. Since we don’t care about project (yet), we create it in the root.

demosys-admin createeffect cube

We should now have the following structure:

cube
├── effects.py
├── dependencies.py
└── resources
    └── programs
        └── cube
            └── default.glsl

The cube directory is a copy of the deault effect pacakge template:

  • The effects.py module containing one or multiple demosys.effects.Effect implementation
  • A dependencies.py module describing effect package dependencies and resources for this package
  • A local resources/programs directory for glsl shader programs specific to the effect

dependencies.py:

from demosys.resources.meta import ProgramDescription

# We don't depend on any other effect packages at the moment
effect_packages = []

# We tell the system to load our shader program storing it with label "cube_plain".
# The shader program can then be obtained in the effect instance using this label.
resources = [
    ProgramDescription(label='cube_plain', path='cube_plain.glsl'),
]

Other resource types are also supported such as textures, programs, scenes/meshes and miscellaneous data types. More on this in the /user_guide/resources section.

Also take a minute to look through the effects.py module. It contains a fair amount of comments what will explain things. This should be very recognizalbe if you have worked with OpenGL.

Note

Notice the programs directory also has a sub-folder with the same name as the effect package. This is because these directories are added to a search path for all programs and the only way to make these resources unique is to put them in a directory.

We can now run the effect that shows a spinning cube

python manage.py runeffect cube

Effect packages can be reusable between projects and can also potentially be shared with others as python packages in private repos or on Python Package Index.

User Guide

Effects

In order to actually render something to the screen you need to make one or multiple effects. What these effects are doing is entirely up to you. Effects have methods for fetching loaded resources and existing effect instances. Effects can also create new instances of effects if needed. This would happend during initialization.

Effect examples can be found in the examples directory in the root of the repository.

A bascic effect would have the following structure:

from demosys.effects import Effect

class MyEffect(Effect):

    def __init__(self):
        # Do initialization here

    def draw(self, time, frametime, target):
        # Called every frame the effect is active

The Effect Package

The effect package should have the following structure (assuming our effect package is named “cube”).

cube
├── effects.py
├── dependencies.py
└── resources
    └── programs
        └── cube
            └── cube.glsl
    └── textures
    └── scenes
    └── data

The effects.py module can contain one or multiple effects. The effect package can also have no effects and all and only provide resources for other effects to use. The effects.py module is still required to be present.

Dependencies

The dependencies.py module is required to be present. It describes its own resources and what effect packages it may depend on.

Example:

from demosys.resources.meta import ProgramDescription

effect_packages =
    'full.python.path.to.another.package',
]

resources = [
    ProgramDescription(label='cube_plain', path='cube_plain.glsl'),
]

Resources are given labels and effects can fetch them by this label. When adding effect package dependencies we make the system aware of this package so their resources are also loaded. The effects in the depending package will also be registered in the system and can be instantiated.

Resources

The resources directory contains fixed directory names where resources of specific types are supposed to be located. When an effect package is loaded, paths to these directories are added so the system can find them.

Note

Notice that the resource directories contains another sub-directory with the same name as the effect package. This is because these folders are by default added to a project wide search path (for each resource type), so we should place it in a directory to reduce the chance of a name collisions.

Having resources in the effect package itself is entirely optional. Resources can be located anywhere you want as long as you tell the system where they can be found. This is covered in Settings.

Reasons to have resources in effect packages is to create an independent resuable effect package you could even distribute. Also when a project grows with lots of effect packages it can be nice to keep effect specific resources separate.

We currently support the following resource types:

  • Shader programs
  • Scene/mesh data (glfw 2.0 or wavefront obj)
  • Textures (loaded with Pillow)
  • Data (generic data loader supporting binary, text and json)

We load these resources by creating resource description instances:

from demosys.resources.meta import (TextureDescription,
                                    ProgramDescription,
                                    SceneDescription,
                                    DataDescription)

# Resource list in effect package or project
resources = [
    # Textures
    TextureDescription(label="bricks", path="bricks.png"),
    TextureDescription(label="wood", path="bricks.png", mipmap=True),

    # Shader programs
    ProgramDescription(label="cube_plain", path="cube_plain.glsl"),
    ProgramDescription(
        label="cube_textured",
        vertex_shader="cube_textured.vs",
        fragment_shader="cube_textured.fs"
    ),

    # Scenes / Meshes
    SceneDescription(label="cube", path="cube.obj"),
    SceneDescription(label="sponza", path="sponza.gltf"),
    SceneDescription(label="test", path="test.glb"),

    # Generic data
    DataDescription(label="config", path="config.json", loader="json"),
    DataDescription(label="rawdata", path="data.dat", loader="binary"),
    DataDescription(label="random_text", path="info.txt", loader="text"),
]

The Effect base class have methods avaiable for fetching loaded resources by their label. See the demosys.effects.Effect.

There are no requirements to use the resource system, but it provides a convenient way to ensure resources are only loaded once and are loaded and ready before effects starts running. If you prefer to open files manually in an effect initializer with open you are free to do that.

You can also load resources directly at an point in time by using the resources package:

from demosys.resources import programs, textures, scenes, data
from demosys.resources.meta import (TextureDescription,
                                    ProgramDescription,
                                    SceneDescription,
                                    DataDescription)

program = programs.load(ProgramDescription(label="cube_plain", path="cube_plain.glsl"))
texture = textures.load(TextureDescription(label="bricks", path="bricks.png"))
scene = scenes.load(SceneDescription(label="cube", path="cube.obj"))
config = data.load(DataDescription(label="config", path="config.json", loader="json"))

This is not recommended, but in certain instances it can be unavoidable. An example could be loading a piece of data that references other resources. These are common to use in resource loader classes. Also, if you for some reason need to load something while effects are already, this would be the solution.

Running an Effect Package

Effect packages can be run by using the runeffect command:

python manage.py runeffect <python.path.to.package>

# Example
python manage.py runeffect examples.cubes

This will currently look for the first effect class with the runnable attribute set to True, make an instance of that effect and call its draw method every frame. The effect package dependencies are also handled. (All handled by DefaultProject class)

The runnable effect is resposible for instantiating other effects it depends on and call them directly.

Optionally you can also specify the exact effect to run in the effect package by adding the class name to the path:

python manage.py runeffect <python.path.to.package>.<effect class name>

# Example
python manage.py runeffect examples.cubes.Cubes

If you need a more complex setup where multiple runnable effects are involved, you need to create a proper project config using project.py and instead use the run command.

Project

Before we can do anything with the framework we need to create a project. A project is simply a package containing a settings.py module and a manage.py entrypoint script. This is also required to run effect packages using runeffect.

This can be auto-generated using the demosys-admin command:

demosys-admin createproject myproject

This will generate the following structure:

myproject
└── settings.py
manage.py
project.py
  • settings.py is the settings for your project with good defaults. See Settings for more info.
  • manage.py is the entrypoint for running your project
  • project.py is used to initialize more complex project.

The project.py Module

The project.py module is the standard location to configure more complex projects. We achieve this by creating a class implementing BaseProject. This class contains references to all resources, effect packages, effect instances and whatnot so we can freely configure our project:

from demosys.project.base import BaseProject

class Project(BaseProject):
    effect_packages = [
        'myproject.cube',
    ]
    resources = []

    def create_effect_instances(self):
        # Create three instances of a cube effect that takes a color keyword argument
        # adding them to the internal effect instance dictionary using label as the key
        # Args: label, class name, arguments to effect initializer
        self.create_effect('cube_red', 'CubeEffect', color=(1.0, 0.0, 0.0))
        self.create_effect('cube_green', 'CubeEffect', color=(0.0, 1.0, 0.0))
        # Use full path to class
        self.create_effect('cube_blue', 'myproject.cube.CubeEffect', color=(0.0, 0.0, 1.0))

This project configuration is used when the run command is issued. For the project class to be recognized we need to update the settings.PROJECT attribute with the python path:

PROJECT = 'myproject.project.Project'

manage.py run will now run the project using this project configuration.

How you organize your resources and effects are entirely up to you. You can load all resources in the Project class and/or have effect packages loading their own resources. Resources dependencies for effect packages are always loaded automatically when adding the package to effect_packages (can be overriden by implementing the create_external_resources method.

The Project class also have direct access to the moderngl context through self.ctx, so you are free to manually create any global resource (like framebuffers) and assign them to effects.

The created effect instances can then be used by a timeline class deciding what effects should be rendered at any given point in time. The default timeline configured just grabs the first runnable effect it finds and render only that one.

Timers

Timers are classes responsible for controlling the current time. It simply reports the number of seconds as a float since effect rendering started. Timers also need to support pausing and time seeking so we can freely move around in the timeline.

This time value is passed through the configured timeline class and forwarded to each active effect through their `draw() method. We should assume time can move in any direction at any speed and suddenly jump forward and backwards in time.

The default timer if not specified in settings:

TIMER = 'demosys.timers.clock.Timer'
Standard Timers

You create a custom timer by extending demosys.timers.base.BaseTimer.

Timelines

A timeline is a project responsible for knowing exactly when an effect instance is active based on the reported time from a timer.

The current standard timelines are:

  • demosys.timeline.single.Timeline: Grabs a the single effect instance from your project rendering it
  • demosys.timeline.rocket.Timeline: The active status of each effect is decided by rocket

New timeline classes can be created by extending demosys.timeline.base.BaseTimeline.

Effects Package Organization

By default it’s a good idea to put effect packages inside the project package as this protects you from package name collisions and makes distribution of the project through Python Package Index simpler.

An exeption is when creating a reusable effect package in a separate repository. The effect package could for example be named demosys_postprocessing containing configurable effects doing various postprocessing techniques.

Note

We encourage you to share reusable effect packages on pypi and are planning add these links these in the project description on github. (Make an issue or PR)

manage.py

The manage.py script is an alternative entry point to demosys-admin that properly setting the DEMOSYS_SETTINGS_MODULE enviroment variable for your project. The main purpose of demosys-admin is to initially have an entry point to the commands creating a projects when we don’t have a manage.py yet.

By default manage.py sets your settings module to <project_name>.settings matching the default auto generated settings module. You can override this by setting the DEMOSYS_SETTINGS_MODULE enviroment variable before running manage.py.

Examples of manage.py usage:

# Create a new project
python manage.py createproject myproject

# Create effect inside a project
python manage.py createeffect myproject/myeffect

# Run a specific effect package
python manage.py runeffect myproject.myeffectpackage

# Run using the ``project.py`` configuration.
python manage.py run

# Run a cusom command
python manage.py <custom command> <custom arguments>

The manage.py script is executable by default and can be executed directly ./manage.py <arguments> on linux and OS X.

Effect Templates

A collection of effect templates reside in effect_templates directory. To list the available templates:

$ ./manage.py createeffect --template list
Available templates: cube_simple, empty, raymarching_simple

To create a new effect with a specific template

$ ./manage.py createeffect myproject/myeffect --template raymarching_simple

Note

If you find the current effect templates insufficent please make a pull request or report the issue on github.

Management Commands

Custom commands can be added to your project. This can be useful when you need additional tooling or whatever you could imagine would be useful to run from manage.py.

Creating a new command is fairly straight forward. Inside your project package, create the management/commands/ directories. Inside the commands directory we can add commands. Let’s add the command convert_meshes.

The project structure (excluding effects) would look something like:

myproject
└── management
    └── commands
        └── convert_meshes.py

Notice we added a convert_meshes module inside commands. The name of the module will be name of the command. We can reach it by:

./manage.py convert_meshes

Our test command would look like this:

from demosys.core.management.base import BaseCommand

class Command(BaseCommand):
    help = "Converts meshes to a more desired format"

    def add_arguments(self, parser):
        parser.add_argument("message", help="A message")

    def handle(self, *args, **options):
        print("The message was:", options['message'])
  • add_arguments exposes a standard argparser we can add arguments for the command.
  • handle is the actual command logic were the parsed arguments are passed in
  • If the parameters to the command do not meet the requirements for the parser, a standard arparse help will be printed to the terminal
  • The command class must be named Command and there can only be one command per module

The idea is to create modules doing the actual command work in the management package while the command modules deal with the basic input/output.

Creating Geometry

In order to render something to the screen we need geometry as vertex arrays.

We have the following options:

  • Using the demosys.geometry module (or extend the geometry module)
  • Loading scenes/meshes from file using the supported file formats (or create new loaders of other formats)
  • Generating your own geometry programmatically

The geometry module

The demosys.geometry module currently provides some simple functions to generate VAOs for simple things.

Examples:

from demosys import geometry
# Create a fullscreen quad for overing the entire screen
vao = geometry.quad_fs()

# Create a 1 x 1 quad on the xy plane
vao = geometry.quad_2f(with=1.0, height=1.0)

# Create a unit cube
vao = geometry.cube(1.0, 1.0, 1.0)

# Create a bounding box
vao = geometry.bbox()

# Create a sphere
vao = geometry.sphere(radius=0.5, sectors=32, rings=16)

# Random 10.000 random points in 3d
vao = geometry.points_random_3d(10_000)

Note

Improvements or suggestions can be made by through pull requests or issues on github.

See the demosys.geometry reference for more info.

Scene/Mesh File Formats

The demosys.scene.loaders currently support loading wavefront obj files and gltf 2.0 files.

You can create your own scene loader by adding the loader class to SCENE_LOADERS.

SCENE_LOADERS = (
    'demosys.scene.loaders.gltf.GLTF2',
    'demosys.scene.loaders.wavefront.ObjLoader',
)

Generating Custom Geometry

To efficiently generate geometry in Python we must avoid as much memory allocation as possible. If performance doesn’t matter, then take this section lightly.

There are many lbraries out there such as numpy capable of generating geometry fairly efficiently. Here we mainly focus on creating it ourselves using pure python code. We’re also using the demosys.opengl.vao.VAO for vertex buffer construction. This can easily be translated into using moderngl.VertexArray directly if needed.

The naive way of generating geometry would probably look something like this:

import numpy
import moderngl
from pyrr import Vector3

def random_points(count):
    points = []
    for p in range(count):
        # Let's pretend we calculated random values for x, y, z
        points.append(Vector3([x, y, x]))

    # Create VBO enforcing float32 values with numpy
    points_data = numpy.array(points, dtype=numpy.float32)

    vao = VAO("random_points", mode=moderngl.POINTS)
    vao.buffer(points_data, 'f4', "in_position")
    return vao

This works perfectly fine, but we allocate a new list for every iteration and pyrr internally creates a numpy array. The points list will also have to dynamically expand. This gets more ugly as the count value increases.

We move on to version 2:

def random_points(count):
    # Pre-allocate a list containing zeros of length count * 3
    points = [0] * count * 3
    # Loop count times incrementing by 3 every frame
    for p in range(0, count * 3, 3):
        # Let's pretend we calculated random values for x, y, z
        points[p] = x
        points[p + 1] = y
        points[p + 2] = z

  points_data = numpy.array(points, dtype=numpy.float32)

This version is at least and order of magnitude faster because we don’t allocate memory in the loop. It has one glaring flaw. It’s not a very pleasant read even for such simple task, and it will not get any better if we add more complexity.

Let’s move on to version 3:

def random_points(count):
    def generate():
        for p in range(count):
            # Let's pretend we calculated random values for x, y, z
            yield x
            yield y
            yield z

    points_data = numpy.fromiter(generate(), count=count * 3, dtype=numpy.float32)

Using generators in Python like this is much a cleaner way. We also take advantage of numpy’s fromiter() that basically slurps up all the numbers we yield into its internal buffers. By also telling numpy what the final size of the buffer will be using the count parameter, it will pre-allocate this not having to dynamically increase its internal buffer.

Generators are extremely simple and powerful. If things get complex we can easily split things up in several functions because Python’s yield from can forward generators.

Imagine generating a single VBO with interleaved position, normal and uv data:

def generate_stuff(count):
    # Returns a distorted position of x, y, z
    def pos(x, y, z):
        # Calculate..
        yield x
        yield y
        yield x

    def normal(x, y, z):
        # Calculate
        yield x
        yield y
        yield z

    def uv(x, y, x):
        # Calculate
        yield u
        yield v

    def generate(count):
        for i in range(count):
            # resolve current x, y, z pos
            yield from pos(x, y, z)
            yield from normal(x, y, z)
            yield from uv(x, y, z)

    interleaved_data = numpy.fromiter(generate(), count=count * 8, dtype=numpy.float32)

Performance

When using a high level language such as Python for real time rendering we must be extra careful with the total time we spend in Python code every frame. At 60 frames per second we only have 16 milliseconds to get the job done. This is ignoring delays or blocks caused by OpenGL calls.

Note

How important performance is will of course depend on the project. Visualization for a scientific application doing some heavy calculations would probably not need to run at 60+ fps. It’s also not illegal to not care about performance.

Your Worst Enemy: Memory Allocation

Probably the biggest enemy to performance in python is memory allocation. Try to avoid creating new objects when possible.

Try to do as much as possible on the GPU. Tru to use features like transform feedbacks, instancing and indirect rendering. Use your creativity to find efficient solutions.

When doing many draw calls, do as little as possible between those draw calls. Doing matrix math in python with numpy or pyrr is extremely slow in the scope of real time rendering. Try to calculate matrixes ahead of time. Also moving the matrix calculations inside the shader programs can help greatly.

You can easily do 1000 draw calls of a small to medium vertex array and still run 60+ fps even on older hardware. The minute you throw in some matrix calculation in that loop you might be able to draw 50 before the framerate tanks.

This can also be solved by using more efficient libraries. miniglm. have been one suggestion that looks promising.

Conclusion

Performance in rendering is not straight forward to measure in any language. Simply adding timers in the code will not really tell us much unless we also query OpenGL about the performance.

ModernGL have tools like Query and ConditionalRender that can be very helpful in measuring and improving performance. See the ModernGL documentation for more info.

We can also strive to do more with less. Rendering, in the end, is really just about creating illusions. Still, it’s quite amazing what can be achieved with OpenGL and Python today when using the right tools and methods.

Audio

The current music timers do a decent job reporting the current time, but more work needs to be done to find better alternative for accurate audio playback.

We separate playback libraries in two types based on their capabilities.

  1. Accurate reporting of current time
  2. Accurate reporting of current time and fast and accurate time seeking

These capabilites should also ideally work across the tree main platforms: Linux, OS X and Windows.

We have decent type 1 timers, but more work needs to be done to find better type 2 libraries. This is important when working with timing tools such as rocket and when jumping around in the timeline.

Some of the current timers also work inconsistenly between platforms. A lot more research and work is needed.

Note

Contributions in any form on this topic is greatly appreciated.

Controls

Basic Keyboard Controls

  • ESC to exit
  • SPACE to pause the current time (tells the configured timer to pause)
  • X for taking a screenshot (output path is configurable in Settings)
  • R reload shader programs (Needs configuration)
  • LEFT jump 10 seconds back in time
  • RIGHT jump 10 seconds forward in time

Camera Controls

You can include a system camera in your effects through self.sys_camera. Simply apply the view_matrix of the camera to your transformations.

Keyboard Controls:

  • W forward
  • S backwards
  • A strafe left
  • D strafe right
  • Q down the y axis
  • E up the y axis

Mouse Controls

  • Standard yaw/pitch camera rotation with mouse

Reference

demosys.effects.Effect

demosys.effects.Effect

The base Effect base class that should be extended when making an effect.

The typical example:

import moderngl
from demosys.effects import Effect
from demosys import geometry

class MyEffect(Effect):
    def __init__(self):
        # Initalization happens after resources are loaded
        self.program = self.get_program("my_program_label")
        self.fullscreen_quad = geometry.quad_fs()

    def post_load(self):
        # Initialization after all effects are initialized

    def draw(self, time, frametime, target):
        # Render a colored fullscreen quad
        self.ctx.enable_only(moderngl.DEPTH_TEST)
        self.program["color"].value = (1.0, 1.0, 1.0, 1.0)
        self.fullscreen_quad.render(self.program)

Initialization

Effect.__init__(*args, **kwargs)

Implement the initialize when extending the class. This method is responsible for fetching or creating resources and doing genereal initalization of the effect.

The effect initializer is called when all resources are loaded (with the exception of resources you manually load in the the initializer).

If your effect requires arguments during initialiation you are free to add positional and keyword arguments.

You do not have to call the superclass initializer though super()

Example:

def __init__(self):
    # Fetch reference to resource by their label
    self.program = self.get_program('simple_textured')
    self.texture = self.get_texture('bricks')
    # .. create a cube etc ..
Effect.post_load()

Called after all effects are initialized before drawing starts. Some initialization may be neccessary to do here such as interaction with other effects.

This method does nothing unless implemented.

Draw Methods

Effect.draw(time: float, frametime: float, target: moderngl.framebuffer.Framebuffer)

Draw function called by the system every frame when the effect is active. This method raises NotImplementedError unless implemented.

Parameters:
  • time (float) – The current time in seconds.
  • frametime (float) – The time the previous frame used to render in seconds.
  • target (moderngl.Framebuffer) – The target FBO for the effect.

Resource Methods

Effect.get_texture(label: str) → Union[moderngl.texture.Texture, moderngl.texture_array.TextureArray, moderngl.texture_3d.Texture3D, moderngl.texture_cube.TextureCube]

Get a texture by its label

Parameters:label (str) – The Label for the texture
Returns:The py:class:moderngl.Texture instance
Effect.get_program(label: str) → moderngl.program.Program

Get a program by its label

Parameters:label (str) – The label for the program

Returns: py:class:moderngl.Program instance

Effect.get_scene(label: str) → demosys.scene.scene.Scene

Get a scene by its label

Parameters:label (str) – The label for the scene

Returns: The Scene instance

Effect.get_data()

Get a data instance by its label

Parameters:label (str) – Label for the data instance
Returns:Contents of the data file
Effect.get_effect(label: str) → demosys.effects.effect.Effect

Get an effect instance by label.

Parameters:label (str) – Label for the data file

Returns: The Effect instance

Effect.get_effect_class(effect_name: str, package_name: str = None) → Type[demosys.effects.effect.Effect]

Get an effect class by the class name

Parameters:effect_name (str) – Name of the effect class
Keyword Arguments:
 package_name (str) – The package the effect belongs to. This is optional and only needed when effect class names are not unique.
Returns:Effect class
Effect.get_track(name: str) → rocket.tracks.Track

Gets or creates a rocket track. Only avaiable when using a Rocket timer.

Parameters:name (str) – The rocket track name
Returns:The rocket.Track instance

Utility Methods

Effect.create_projection(fov: float = 75.0, near: float = 1.0, far: float = 100.0, aspect_ratio: float = None)

Create a projection matrix with the following parameters. When aspect_ratio is not provided the configured aspect ratio for the window will be used.

Parameters:
  • fov (float) – Field of view (float)
  • near (float) – Camera near value
  • far (float) – Camrea far value
Keyword Arguments:
 

aspect_ratio (float) – Aspect ratio of the viewport

Returns:

The projection matrix as a float32 numpy.array

Effect.create_transformation(rotation=None, translation=None)

Creates a transformation matrix woth rotations and translation.

Parameters:
  • rotation – 3 component vector as a list, tuple, or pyrr.Vector3
  • translation – 3 component vector as a list, tuple, or pyrr.Vector3
Returns:

A 4x4 matrix as a numpy.array

Effect.create_normal_matrix(modelview)

Creates a normal matrix from modelview matrix

Parameters:modelview – The modelview matrix
Returns:A 3x3 Normal matrix as a numpy.array

Attributes

Effect.runnable = True

The runnable status of the effect instance. A runnable effect should be able to run with the runeffect command or run in a project

Effect.ctx

The ModernGL context

Effect.window

The Window

Effect.sys_camera

The system camera responding to input

Effect.name

Full python path to the effect

Effect.label

The label assigned to this effect instance

demosys.project.base.BaseProject

demosys.project.base.BaseProject

The base project class we extend when creating a project configuration

The minimal implementation:

from demosys.project.base import BaseProject
from demosys.resources.meta import ProgramDescription, TextureDescription

class Project(BaseProject):
    # The effect packages to import using full python path
    effect_packages = [
        'myproject.efect_package1',
        'myproject.efect_package2',
        'myproject.efect_package2',
    ]
    # Resource description for global project resources (not loaded by effect packages)
    resources = [
        ProgramDescription(label='cube_textured', path="cube_textured.glsl'),
        TextureDescription(label='wood', path="wood.png', mipmap=True),
    ]

    def create_resources(self):
        # Override the method adding additional resources

        # Create some shared fbo
        size = (256, 256)
        self.shared_framebuffer = self.ctx.framebuffer(
            color_attachments=self.ctx.texture(size, 4),
            depth_attachement=self.ctx.depth_texture(size)
        )

        return self.resources

    def create_effect_instances(self):
        # Create and register instances of an effect class we loaded from the effect packages
        self.create_effect('cube1', 'CubeEffect')

        # Using full path to class
        self.create_effect('cube2', 'myproject.efect_package1.CubeEffect')

        # Passing variables to initializer
        self.create_effect('cube3', 'CubeEffect', texture=self.get_texture('wood'))

        # Assign resources manually
        cube = self.create_effect('cube1', 'CubeEffect')
        cube.program = self.get_program('cube_textured')
        cube.texture = self.get_texture('wood')
        cube.fbo = self.shared_framebuffer

These effects instances can then be obtained by the configured timeline class deciding when they should be rendered.

Create Methods

BaseProject.create_effect(label: str, name: str, *args, **kwargs) → demosys.effects.effect.Effect

Create an effect instance adding it to the internal effects dictionary using the label as key.

Parameters:
  • label (str) – The unique label for the effect instance
  • name (str) – Name or full python path to the effect class we want to instantiate
  • args – Positional arguments to the effect initializer
  • kwargs – Keyword arguments to the effect initializer
Returns:

The newly created Effect instance

BaseProject.create_effect_classes()

Registers effect packages defined in effect_packages.

BaseProject.create_resources() → List[demosys.resources.base.ResourceDescription]

Create resources for the project. Simply returns the resources list and can be implemented to modify what a resource list is programmatically.

Returns:List of resource descriptions to load
BaseProject.create_external_resources() → List[demosys.resources.base.ResourceDescription]

Fetches all resource descriptions defined in effect packages.

Returns:List of resource descriptions to load
BaseProject.create_effect_instances()

Create instances of effects. Must be implemented or NotImplementedError is raised.

Resource Methods

BaseProject.get_effect(label: str) → demosys.effects.effect.Effect

Get an effect instance by label

Parameters:label (str) – The label for the effect instance
Returns:Effect class instance
BaseProject.get_effect_class(class_name, package_name=None) → Type[demosys.effects.effect.Effect]

Get an effect class from the effect registry.

Parameters:class_name (str) – The exact class name of the effect
Keyword Arguments:
 package_name (str) – The python path to the effect package the effect name is located. This is optional and can be used to avoid issue with class name collisions.
Returns:Effect class
BaseProject.get_scene(label: str) → demosys.scene.scene.Scene

Gets a scene by label

Parameters:label (str) – The label for the scene to fetch
Returns:Scene instance
BaseProject.get_program(label: str) → moderngl.program.Program
BaseProject.get_texture(label: str) → Union[moderngl.texture.Texture, moderngl.texture_array.TextureArray, moderngl.texture_3d.Texture3D, moderngl.texture_cube.TextureCube]

Get a texture by label

Parameters:label (str) – The label for the texture to fetch
Returns:Texture instance
BaseProject.get_data()

Get a data resource by label

Parameters:label (str) – The labvel for the data resource to fetch
Returns:The requeted data object

Other Methods

BaseProject.load()

Loads this project instance

BaseProject.post_load()

Called after resources are loaded before effects starts rendering. It simply iterates each effect instance calling their post_load methods.

BaseProject.reload_programs()

Reload all shader programs with the reloadable flag set

BaseProject.get_runnable_effects() → List[demosys.effects.effect.Effect]

Returns all runnable effects in the project.

Returns:List of all runnable effects

Attributes

BaseProject.effect_packages = []

The effect packages to load

BaseProject.resources = []

Global project resource descriptions

BaseProject.ctx

The MondernGL context

demosys.opengl.vao.VAO

class demosys.opengl.vao.VAO(name='', mode=4)

Represents a vertex array object. This is a wrapper class over moderngl.VertexArray to provide helper method.

The main purpose is to provide render methods taking a program as parameter. The class will auto detect the programs attributes and add padding when needed to match the vertex object. A new vertexbuffer object is created and stored internally for each unique shader program used.

A secondary purpose is to provide an alternate way to build vertexbuffers This can be practical when loading or creating various geometry.

There is no requirements to use this class, but most methods in the system creating vertexbuffers will return this type. You can obtain a single vertexbuffer instance by calling VAO.instance() method if you prefer to work directly on moderngl instances.

Create

VAO.__init__(name='', mode=4)

Create and empty VAO

Keyword Arguments:
 
  • name (str) – The name for debug purposes
  • mode (int) – Default draw mode
VAO.buffer(buffer, buffer_format: str, attribute_names, per_instance=False)

Register a buffer/vbo for the VAO. This can be called multiple times. adding multiple buffers (interleaved or not)

Parameters:
  • buffer – The buffer data. Can be numpy.array, moderngl.Buffer or bytes.
  • buffer_format (str) – The format of the buffer. (eg. 3f 3f for interleaved positions and normals).
  • attribute_names – A list of attribute names this buffer should map to.
Keyword Arguments:
 

per_instance (bool) – Is this buffer per instance data for instanced rendering?

Returns:

The moderngl.Buffer instance object. This is handy when providing bytes and numpy.array.

VAO.index_buffer(buffer, index_element_size=4)

Set the index buffer for this VAO

Parameters:buffermoderngl.Buffer, numpy.array or bytes
Keyword Arguments:
 index_element_size (int) – Byte size of each element. 1, 2 or 4

Render Methods

VAO.render(program: moderngl.program.Program, mode=None, vertices=-1, first=0, instances=1)

Render the VAO.

Parameters:

program – The moderngl.Program

Keyword Arguments:
 
  • mode – Override the draw mode (TRIANGLES etc)
  • vertices (int) – The number of vertices to transform
  • first (int) – The index of the first vertex to start with
  • instances (int) – The number of instances
VAO.render_indirect(program: moderngl.program.Program, buffer, mode=None, count=-1, *, first=0)

The render primitive (mode) must be the same as the input primitive of the GeometryShader. The draw commands are 5 integers: (count, instanceCount, firstIndex, baseVertex, baseInstance).

Parameters:
  • program – The moderngl.Program
  • buffer – The moderngl.Buffer containing indirect draw commands
Keyword Arguments:
 
  • mode (int) – By default TRIANGLES will be used.
  • count (int) – The number of draws.
  • first (int) – The index of the first indirect draw command.
VAO.transform(program: moderngl.program.Program, buffer: moderngl.buffer.Buffer, mode=None, vertices=-1, first=0, instances=1)

Transform vertices. Stores the output in a single buffer.

Parameters:
  • program – The moderngl.Program
  • buffer – The moderngl.buffer to store the output
Keyword Arguments:
 
  • mode – Draw mode (for example moderngl.POINTS)
  • vertices (int) – The number of vertices to transform
  • first (int) – The index of the first vertex to start with
  • instances (int) – The number of instances

Other Methods

VAO.instance(program:Program) → VertexArray

Obtain the moderngl.VertexArray instance for the program. The instance is only created once and cached internally.

Returns: moderngl.VertexArray instance

VAO.release(buffer=True)

Destroy the vao object

Keyword Arguments:
 buffers (bool) – also release buffers

demosys.geometry

The geometry module is a collection of functions generating simple geometry / VAOs.

Functions

demosys.geometry.quad_fs() → demosys.opengl.vao.VAO

Creates a screen aligned quad using two triangles with normals and texture coordiantes.

Returns:A demosys.opengl.vao.VAO instance.
demosys.geometry.quad_2d(width, height, xpos=0.0, ypos=0.0) → demosys.opengl.vao.VAO

Creates a 2D quad VAO using 2 triangles with normals and texture coordinates.

Parameters:
  • width (float) – Width of the quad
  • height (float) – Height of the quad
Keyword Arguments:
 
  • xpos (float) – Center position x
  • ypos (float) – Center position y
Returns:

A demosys.opengl.vao.VAO instance.

demosys.geometry.cube(width, height, depth, center=(0.0, 0.0, 0.0), normals=True, uvs=True) → demosys.opengl.vao.VAO

Creates a cube VAO with normals and texture coordinates

Parameters:
  • width (float) – Width of the cube
  • height (float) – Height of the cube
  • depth (float) – Depth of the cube
Keyword Arguments:
 
  • center – center of the cube as a 3-component tuple
  • normals – (bool) Include normals
  • uvs – (bool) include uv coordinates
Returns:

A demosys.opengl.vao.VAO instance

demosys.geometry.bbox(width=1.0, height=1.0, depth=1.0)

Generates a bounding box with (0.0, 0.0, 0.0) as the center. This is simply a box with LINE_STRIP as draw mode.

Keyword Arguments:
 
  • width (float) – Width of the box
  • height (float) – Height of the box
  • depth (float) – Depth of the box
Returns:

A demosys.opengl.vao.VAO instance

demosys.geometry.plane_xz(size=(10, 10), resolution=(10, 10)) → demosys.opengl.vao.VAO

Generates a plane on the xz axis of a specific size and resolution. Normals and texture coordinates are also included.

Parameters:
  • size – (x, y) tuple
  • resolution – (x, y) tuple
Returns:

A demosys.opengl.vao.VAO instance

demosys.geometry.points_random_3d(count, range_x=(-10.0, 10.0), range_y=(-10.0, 10.0), range_z=(-10.0, 10.0), seed=None) → demosys.opengl.vao.VAO

Generates random positions inside a confied box.

Parameters:

count (int) – Number of points to generate

Keyword Arguments:
 
  • range_x (tuple) – min-max range for x axis: Example (-10.0. 10.0)
  • range_y (tuple) – min-max range for y axis: Example (-10.0. 10.0)
  • range_z (tuple) – min-max range for z axis: Example (-10.0. 10.0)
  • seed (int) – The random seed
Returns:

A demosys.opengl.vao.VAO instance

demosys.geometry.sphere(radius=0.5, sectors=32, rings=16) → demosys.opengl.vao.VAO

Creates a sphere.

Keyword Arguments:
 
  • radius (float) – Radius or the sphere
  • rings (int) – number or horizontal rings
  • sectors (int) – number of vertical segments
Returns:

A demosys.opengl.vao.VAO instance

demosys.timers.base.BaseTimer

demosys.timers.base.BaseTimer = <class 'demosys.timers.base.BaseTimer'>

The base class guiding the implementation of timers. All methods must be implemented.

Methods

BaseTimer.start()

Start the timer initially or resume after pause

Raises:NotImplementedError
BaseTimer.stop() → float

Stop the timer. Should only be called once when stopping the timer.

Returns:The time the timer was stopped
Raises:NotImplementedError
BaseTimer.pause()

Pause the timer

Raises:NotImplementedError
BaseTimer.toggle_pause()

Toggle pause state

Raises:NotImplementedError
BaseTimer.get_time() → float

Get the current time in seconds

Returns:The current time in seconds
Raises:NotImplementedError
BaseTimer.set_time(value: float)

Set the current time in seconds.

Parameters:value (float) – The new time
Raises:NotImplementedError

demosys.timers.clock.Timer

demosys.timers.clock.Timer

Timer based on python time. This is the default timer.

Methods

Timer.start()

Start the timer by recoding the current time.time() preparing to report the number of seconds since this timestamp.

Timer.stop() → float

Stop the timer

Returns:The time the timer was stopped
Timer.pause()

Pause the timer by setting the internal pause time using time.time()

Timer.toggle_pause()

Toggle the paused state

Timer.get_time() → float

Get the current time in seconds

Returns:The current time in seconds
Timer.set_time(value: float)

Set the current time. This can be used to jump in the timeline.

Parameters:value (float) – The new time

demosys.timers.music.Timer

demosys.timers.music.Timer

Timer based on the current position in a wav, ogg or mp3 using pygame.mixer. Path to the music file is configured in settings.MUSIC.

Methods

Timer.start()

Play the music

Timer.stop() → float

Stop the music

Returns:The current location in the music
Timer.pause()

Pause the music

Timer.toggle_pause()

Toggle pause mode

Timer.get_time() → float

Get the current position in the music in seconds

Timer.set_time(value: float)

Set the current time in the music in seconds causing the player to seek to this location in the file.

demosys.timers.rocket.Timer

demosys.timers.rocket.Timer

Basic rocket timer. Sets up rocket using values in settings.ROCKET. The current time is translated internally in rocket to row positions based on the configured rows per second (RPS).

Methods

Timer.start()

Start the timer

Timer.stop() → float

Stop the timer

Returns:The current time.
Timer.pause()

Pause the timer

Timer.toggle_pause()

Toggle pause mode

Timer.get_time() → float

Get the current time in seconds

Returns:The current time in seconds
Timer.set_time(value: float)

Set the current time jumping in the timeline.

Parameters:value (float) – The new time

demosys.timers.rocketmusic.Timer

demosys.timers.rocketmusic.Timer

Combines music.Timer and rocket.Timer

Methods

Timer.start()

Start the timer

Timer.stop() → float

Stop the timer

Returns:The current time
Timer.pause()

Pause the timer

Timer.toggle_pause()

Toggle pause mode

Timer.get_time() → float

Get the current time in seconds

Returns:The current time in seconds
Timer.set_time(value: float)

Set the current time jumping in the timeline

Parameters:value (float) – The new time value

demosys.timers.vlc.Timer

demosys.timers.vlc.Timer

Timer based on the python-vlc wrapper. Plays the music file defined in settings.MUSIC. Requires python-vlc to be installed including the vlc application.

Methods

Timer.start()

Start the music

Timer.stop() → float

Stop the music

Returns:The current time in seconds
Timer.pause()

Pause the music

Timer.toggle_pause()

Toggle pause mode

Timer.get_time() → float

Get the current time in seconds

Returns:The current time in seconds
Timer.set_time(value: float)

Set the current time in seconds.

Parameters:value (float) – The new time
Raises:NotImplementedError

demosys.context.base.BaseWindow

demosys.context.base.BaseWindow

The base window we extend when adding new window types to the system.

demosys.context.base.BaseKeys

Namespace for generic key constants working across all window types.

Methods

BaseWindow.__init__()

Base window intializer reading values from settings.

When creating the initializer in your own window always call this methods using super().__init__().

The main responsebility of the initializer is to:

  • initialize the window library
  • identify the window framebuffer
  • set up keyboard and mouse events
  • create the moderngl.Context instance
  • register the window in context.WINDOW
BaseWindow.draw(current_time, frame_time)

Draws a frame. Internally it calls the configured timeline’s draw method.

Parameters:
  • current_time (float) – The current time (preferrably always from the configured timer class)
  • frame_time (float) – The duration of the previous frame in seconds
BaseWindow.clear()

Clear the window buffer

BaseWindow.clear_values(red=0.0, green=0.0, blue=0.0, alpha=0.0, depth=1.0)

Sets the clear values for the window buffer.

Parameters:
  • red (float) – red compoent
  • green (float) – green compoent
  • blue (float) – blue compoent
  • alpha (float) – alpha compoent
  • depth (float) – depth value
BaseWindow.use()

Set the window buffer as the current render target

Raises:NotImplementedError
BaseWindow.swap_buffers()

Swap the buffers. Most windows have at least support for double buffering cycling a back and front buffer.

Raises:NotImplementedError
BaseWindow.resize(width, height)

Resize the window. Should normallty be overriden when implementing a window as most window libraries need additional logic here.

Parameters:
  • width (int) – Width of the window
  • height – (int): Height of the window
BaseWindow.close()

Set the window in close state. This doesn’t actually close the window, but should make should_close() return True so the main loop can exit gracefully.

Raises:NotImplementedError
BaseWindow.should_close() → bool

Check if window should close. This should always be checked in the main draw loop.

Raises:NotImplementedError
BaseWindow.terminate()

The actual teardown of the window.

Raises:NotImplementedError
BaseWindow.keyboard_event(key, action, modifier)

Handles the standard keyboard events such as camera movements, taking a screenshot, closing the window etc.

Can be overriden add new keyboard events. Ensure this method is also called if you want to keep the standard features.

Parameters:
  • key – The key that was pressed or released
  • action – The key action. Can be ACTION_PRESS or ACTION_RELEASE
  • modifier – Modifiers such as holding shift or ctrl
BaseWindow.cursor_event(x, y, dx, dy)

The standard mouse movement event method. Can be overriden to add new functionality. By default this feeds the system camera with new values.

Parameters:
  • x – The current mouse x position
  • y – The current mouse y position
  • dx – Delta x postion (x position difference from the previous event)
  • dy – Delta y postion (y position difference from the previous event)
BaseWindow.print_context_info()

Prints moderngl context info.

BaseWindow.set_default_viewport()

Calculates the viewport based on the configured aspect ratio in settings. Will add black borders if the window do not match the viewport.

Attributes

BaseWindow.size

(width, height) tuple containing the window size.

Note that for certain displays we rely on buffer_size() to get the actual window buffer size. This is fairly common for retina and 4k displays where the UI scale is > 1.0

BaseWindow.buffer_size

(width, heigh) buffer size of the window.

This is the actual buffer size of the window taking UI scale into account. A 1920 x 1080 window running in an environment with UI scale 2.0 would have a 3840 x 2160 window buffer.

BaseWindow.keys = None

The key class/namespace used by the window defining keyboard constants

demosys.context.pyqt.Window

demosys.context.pyqt.Window

Window using PyQt5.

This is the recommended window if you want your project to work on most platforms out of the box without any binary dependecies.

demosys.context.pyqt.Keys

Namespace creating pyqt specific key constants

Methods

Window.__init__()

Creates a pyqt application and window overriding the built in event loop. Sets up keyboard and mouse events and creates a monderngl.Context.

Window.keyPressEvent(event)

Pyqt specific key press callback function. Translates and forwards events to keyboard_event().

Window.keyReleaseEvent(event)

Pyqt specific key release callback function. Translates and forwards events to keyboard_event().

Window.mouseMoveEvent(event)

Pyqt specific mouse event callback Translates and forwards events to cursor_event().

Window.swap_buffers()

Swaps buffers, increments the frame counter and pulls events

Window.use()

Make the window’s framebuffer the current render target

Window.should_close() → bool

Checks if the internal close state is set

Window.close()

Set the internal close state

Window.terminate()

Quits the running qt application

Window.resize(width, height)

Pyqt specific resize callback.

Other Inherited Methods

Window.draw(current_time, frame_time)

Draws a frame. Internally it calls the configured timeline’s draw method.

Parameters:
  • current_time (float) – The current time (preferrably always from the configured timer class)
  • frame_time (float) – The duration of the previous frame in seconds
Window.clear()

Clear the window buffer

Window.clear_values(red=0.0, green=0.0, blue=0.0, alpha=0.0, depth=1.0)

Sets the clear values for the window buffer.

Parameters:
  • red (float) – red compoent
  • green (float) – green compoent
  • blue (float) – blue compoent
  • alpha (float) – alpha compoent
  • depth (float) – depth value
Window.keyboard_event(key, action, modifier)

Handles the standard keyboard events such as camera movements, taking a screenshot, closing the window etc.

Can be overriden add new keyboard events. Ensure this method is also called if you want to keep the standard features.

Parameters:
  • key – The key that was pressed or released
  • action – The key action. Can be ACTION_PRESS or ACTION_RELEASE
  • modifier – Modifiers such as holding shift or ctrl
Window.cursor_event(x, y, dx, dy)

The standard mouse movement event method. Can be overriden to add new functionality. By default this feeds the system camera with new values.

Parameters:
  • x – The current mouse x position
  • y – The current mouse y position
  • dx – Delta x postion (x position difference from the previous event)
  • dy – Delta y postion (y position difference from the previous event)
Window.print_context_info()

Prints moderngl context info.

Window.set_default_viewport()

Calculates the viewport based on the configured aspect ratio in settings. Will add black borders if the window do not match the viewport.

Attributes

Window.size

(width, height) tuple containing the window size.

Note that for certain displays we rely on buffer_size() to get the actual window buffer size. This is fairly common for retina and 4k displays where the UI scale is > 1.0

Window.buffer_size

(width, heigh) buffer size of the window.

This is the actual buffer size of the window taking UI scale into account. A 1920 x 1080 window running in an environment with UI scale 2.0 would have a 3840 x 2160 window buffer.

Window.keys = <class 'demosys.context.pyqt.keys.Keys'>

demosys.context.glfw.Window

demosys.context.glfw.Window

Window implementation using pyGLFW

demosys.context.glfw.Keys

Namespace defining glfw specific keys constants

Methods

Window.__init__()

Initializes glfw, sets up key and mouse events and creates a moderngl.Context using the context glfw createad.

Using the glfw window requires glfw binaries and pyGLFW.

Window.use()

Bind the window framebuffer making it the current render target

Window.swap_buffers()

Swaps buffers, incement the framecounter and pull events.

Window.resize(width, height)

Sets the new size and buffer size internally

Window.close()

Set the window closing state in glfw

Window.should_close()

Ask glfw is the window should be closed

Window.terminate()

Terminates the glfw library

Window.key_event_callback(window, key, scancode, action, mods)

Key event callback for glfw. Translates and forwards keyboard event to keyboard_event()

Parameters:
  • window – Window event origin
  • key – The key that was pressed or released.
  • scancode – The system-specific scancode of the key.
  • action – GLFW_PRESS, GLFW_RELEASE or GLFW_REPEAT
  • mods – Bit field describing which modifier keys were held down.
Window.mouse_event_callback(window, xpos, ypos)

Mouse event callback from glfw. Translates the events forwarding them to cursor_event().

Parameters:
  • window – The window
  • xpos – viewport x pos
  • ypos – viewport y pos
Window.window_resize_callback(window, width, height)

Window resize callback for glfw

Parameters:
  • window – The window
  • width – New width
  • height – New height
Window.poll_events()

Poll events from glfw

Window.check_glfw_version()

Ensure glfw library version is compatible

Other Inherited Methods

Window.draw(current_time, frame_time)

Draws a frame. Internally it calls the configured timeline’s draw method.

Parameters:
  • current_time (float) – The current time (preferrably always from the configured timer class)
  • frame_time (float) – The duration of the previous frame in seconds
Window.clear()

Clear the window buffer

Window.clear_values(red=0.0, green=0.0, blue=0.0, alpha=0.0, depth=1.0)

Sets the clear values for the window buffer.

Parameters:
  • red (float) – red compoent
  • green (float) – green compoent
  • blue (float) – blue compoent
  • alpha (float) – alpha compoent
  • depth (float) – depth value
Window.keyboard_event(key, action, modifier)

Handles the standard keyboard events such as camera movements, taking a screenshot, closing the window etc.

Can be overriden add new keyboard events. Ensure this method is also called if you want to keep the standard features.

Parameters:
  • key – The key that was pressed or released
  • action – The key action. Can be ACTION_PRESS or ACTION_RELEASE
  • modifier – Modifiers such as holding shift or ctrl
Window.cursor_event(x, y, dx, dy)

The standard mouse movement event method. Can be overriden to add new functionality. By default this feeds the system camera with new values.

Parameters:
  • x – The current mouse x position
  • y – The current mouse y position
  • dx – Delta x postion (x position difference from the previous event)
  • dy – Delta y postion (y position difference from the previous event)
Window.print_context_info()

Prints moderngl context info.

Window.set_default_viewport()

Calculates the viewport based on the configured aspect ratio in settings. Will add black borders if the window do not match the viewport.

Attributes

Window.size

(width, height) tuple containing the window size.

Note that for certain displays we rely on buffer_size() to get the actual window buffer size. This is fairly common for retina and 4k displays where the UI scale is > 1.0

Window.buffer_size

(width, heigh) buffer size of the window.

This is the actual buffer size of the window taking UI scale into account. A 1920 x 1080 window running in an environment with UI scale 2.0 would have a 3840 x 2160 window buffer.

Window.keys = <class 'demosys.context.glfw.keys.Keys'>
Window.min_glfw_version = (3, 2, 1)

The minimum glfw version required

demosys.context.headless.Window

demosys.context.headless.Window

Headless window using a standalone moderngl.Context.

Methods

Window.__init__()

Creates a standalone moderngl.Context. The headless window currently have no event input from keyboard or mouse.

Using this window require either settings values to be present:

  • HEADLESS_FRAMES: How many frames should be rendered before closing the window
  • HEADLESS_DURATION: How many seconds rendering should last before the window closes
Window.draw(current_time, frame_time)

Calls the superclass draw() methods and checks HEADLESS_FRAMES/HEADLESS_DURATION

Window.use()

Binds the framebuffer representing this window

Window.should_close() → bool

Checks if the internal close state is set

Window.close()

Sets the internal close state

Window.resize(width, height)

Resizing is not supported by the headless window. We simply override with an empty method.

Window.swap_buffers()

Headless window currently don’t support double buffering. We only increment the frame counter here.

Window.terminate()

No teardown is needed. We override with an empty method

Other Inherited Methods

Window.set_default_viewport()

Calculates the viewport based on the configured aspect ratio in settings. Will add black borders if the window do not match the viewport.

Window.cursor_event(x, y, dx, dy)

The standard mouse movement event method. Can be overriden to add new functionality. By default this feeds the system camera with new values.

Parameters:
  • x – The current mouse x position
  • y – The current mouse y position
  • dx – Delta x postion (x position difference from the previous event)
  • dy – Delta y postion (y position difference from the previous event)
Window.keyboard_event(key, action, modifier)

Handles the standard keyboard events such as camera movements, taking a screenshot, closing the window etc.

Can be overriden add new keyboard events. Ensure this method is also called if you want to keep the standard features.

Parameters:
  • key – The key that was pressed or released
  • action – The key action. Can be ACTION_PRESS or ACTION_RELEASE
  • modifier – Modifiers such as holding shift or ctrl
Window.clear()

Clear the window buffer

Window.clear_values(red=0.0, green=0.0, blue=0.0, alpha=0.0, depth=1.0)

Sets the clear values for the window buffer.

Parameters:
  • red (float) – red compoent
  • green (float) – green compoent
  • blue (float) – blue compoent
  • alpha (float) – alpha compoent
  • depth (float) – depth value
Window.print_context_info()

Prints moderngl context info.

Attributes

Window.size

(width, height) tuple containing the window size.

Note that for certain displays we rely on buffer_size() to get the actual window buffer size. This is fairly common for retina and 4k displays where the UI scale is > 1.0

Window.buffer_size

(width, heigh) buffer size of the window.

This is the actual buffer size of the window taking UI scale into account. A 1920 x 1080 window running in an environment with UI scale 2.0 would have a 3840 x 2160 window buffer.

Window.keys = None

demosys.context.pyglet.Window

demosys.context.pyglet.Window

Window based on pyglet.

Note that pylget is unable to make core 3.3+ contexts and will not work for certain drivers and enviroments such as on OS X.

demosys.context.pyglet.Keys

Namespace mapping pyglet specific key constants

Methods

Window.__init__()

Opens a window using pyglet, registers input callbacks and creates a moderngl context.

Window.on_key_press(symbol, modifiers)

Pyglet specific key press callback. Forwards and translates the events to keyboard_event()

Window.on_key_release(symbol, modifiers)

Pyglet specific key release callback. Forwards and translates the events to keyboard_event()

Window.on_mouse_motion(x, y, dx, dy)

Pyglet specific mouse motion callback. Forwards and traslates the event to cursor_event()

Window.on_resize(width, height)

Pyglet specific callback for window resize events.

Window.use()

Render to this window

Window.swap_buffers()

Swap buffers, increment frame counter and pull events

Window.should_close() → bool

returns the has_exit state in the pyglet window

Window.close()

Sets the close state in the pyglet window

Window.terminate()

No cleanup is really needed. Empty method

Window.resize(width, height)

Resize the window. Should normallty be overriden when implementing a window as most window libraries need additional logic here.

Parameters:
  • width (int) – Width of the window
  • height – (int): Height of the window

Other Inherited Methods

Window.draw(current_time, frame_time)

Draws a frame. Internally it calls the configured timeline’s draw method.

Parameters:
  • current_time (float) – The current time (preferrably always from the configured timer class)
  • frame_time (float) – The duration of the previous frame in seconds
Window.clear()

Clear the window buffer

Window.clear_values(red=0.0, green=0.0, blue=0.0, alpha=0.0, depth=1.0)

Sets the clear values for the window buffer.

Parameters:
  • red (float) – red compoent
  • green (float) – green compoent
  • blue (float) – blue compoent
  • alpha (float) – alpha compoent
  • depth (float) – depth value
Window.keyboard_event(key, action, modifier)

Handles the standard keyboard events such as camera movements, taking a screenshot, closing the window etc.

Can be overriden add new keyboard events. Ensure this method is also called if you want to keep the standard features.

Parameters:
  • key – The key that was pressed or released
  • action – The key action. Can be ACTION_PRESS or ACTION_RELEASE
  • modifier – Modifiers such as holding shift or ctrl
Window.cursor_event(x, y, dx, dy)

The standard mouse movement event method. Can be overriden to add new functionality. By default this feeds the system camera with new values.

Parameters:
  • x – The current mouse x position
  • y – The current mouse y position
  • dx – Delta x postion (x position difference from the previous event)
  • dy – Delta y postion (y position difference from the previous event)
Window.print_context_info()

Prints moderngl context info.

Window.set_default_viewport()

Calculates the viewport based on the configured aspect ratio in settings. Will add black borders if the window do not match the viewport.

Attributes

Window.size

(width, height) tuple containing the window size.

Note that for certain displays we rely on buffer_size() to get the actual window buffer size. This is fairly common for retina and 4k displays where the UI scale is > 1.0

Window.buffer_size

(width, heigh) buffer size of the window.

This is the actual buffer size of the window taking UI scale into account. A 1920 x 1080 window running in an environment with UI scale 2.0 would have a 3840 x 2160 window buffer.

Window.keys = <class 'demosys.context.pyglet.keys.Keys'>

Settings

The settings.py file must be present in your project in order to run the framework.

When running your project with manage.py, the script will set the DEMOSYS_SETTINGS_MODULE environment variable. This tells the framework where it can import the project settings. If the environment variable is not set, the project cannot start.

OPENGL

Sets the minimum required OpenGL version to run your project. A forward compatible core context will be always be requested. This means the system will pick the highest available OpenGL version available.

The default and lowest OpenGL version is 3.3 to support a wider range of hardware.

Note

To make your project work on OS X you cannot move past version 4.1.

OPENGL = {
    "version": (3, 3),
}

Only increase the OpenGL version if you use features above 3.3.

WINDOW

Window/screen properties. Most importantly the class attribute decides what class should be used to handle the window.

The currently supported classes are:

  • demosys.context.pyqt.Window PyQt5 window (default)
  • demosys.context.glfw.Window pyGLFW window
  • demosys.context.pyglet.Window Pyglet window (Not for OS X)
  • demosys.context.headless.Window Headless window
WINDOW = {
    "class": "demosys.context.pyqt.Window",
    "size": (1280, 768),
    "aspect_ratio": 16 / 9,
    "fullscreen": False,
    "resizable": False,
    "vsync": True,
    "title": "demosys-py",
    "cursor": False,
}

Other Properties:

  • size: The window size to open.
  • aspect_ratio is the enforced aspect ratio of the viewport.
  • fullscreen: True if you want to create a context in fullscreen mode
  • resizable: If the window should be resizable. This only applies in windowed mode.
  • vsync: Only render one frame per screen refresh
  • title: The visible title on the window in windowed mode
  • cursor: Should the mouse cursor be visible on the screen? Disabling this is also useful in windowed mode when controlling the camera on some platforms as moving the mouse outside the window can cause issues.

The created window frame buffer will by default use:

  • RGBA8 (32 bit per pixel)
  • 24 bit depth buffer
  • Double buffering
  • color and depth buffer is cleared for every frame

SCREENSHOT_PATH

Absolute path to the directory screenshots will be saved. Screenshots will end up in the project root of not defined. If a path is configured, the directory will be auto-created.

SCREENSHOT_PATH = os.path.join(PROJECT_DIR, 'screenshots')

MUSIC

The MUSIC attribute is used by timers supporting audio playback. When using a timer not requiring an audio file, the value is ignored. Should contain a string with the absolute path to the audio file.

Note

Getting audio to work requires additional setup. See the /guides/audio section.

MUSIC = os.path.join(PROJECT_DIR, 'resources/music/tg2035.mp3')

TIMER

This is the timer class that controls the current time in your project. This defaults to demosys.timers.clock.Timer that is simply keeps track of system time.

TIMER = 'demosys.timers.clock.Timer'

Other timers are:

  • demosys.timers.MusicTimer requires MUSIC to be defined and will use the current time in an audio file.
  • demosys.timers.RocketTimer is the same as the default timer, but uses the pyrocket library with options to connect to an external sync tracker.
  • demosys.timers.RocketMusicTimer requires MUSIC and ROCKET to be configured.

Custom timers can be created. More information can be found in the /user_guide/timers section.

ROCKET

Configuration of the pyrocket sync-tracker library.

  • rps: Number of rows per second
  • mode: The mode to run the rocket client
    • editor: Requires a rocket editor to run so the library can connect to it
    • project: Loads the project file created by the editor and plays it back
    • files: Loads the binary track files genrated by the client through remote export in the editor
  • project_file: The absolute path to the project file (xml file)
  • files: The absolute path to the directory containing binary track data
ROCKET = {
    "rps": 24,
    "mode": "editor",
    "files": None,
    "project_file": None,
}

TIMELINE

A timeline is a class deciding what effect(s) should be rendered (including order) at any given point in time.

# Default timeline only rendeing a single effect at all times
TIMELINE = 'demosys.timeline.single.Timeline'

You can create your own class handling this logic. More info in the /user_guide/timeline section.

PROGRAM_DIRS/PROGRAM_FINDERS

PROGRAM_DIRS contains absolute paths the FileSystemFinder will look for shaders programs.

EffectDirectoriesFinder will look for programs in all registered effect packages in the order they were added. This assumes you have a resources/programs directory in your effect packages.

A resource can have the same path in multiple locations. The system will return the last occurance of the resource. This way it is possible to override resources.

# This is the defaults is the property is not defined
PROGRAM_FINDERS = (
    'demosys.core.programfiles.finders.FileSystemFinder',
    'demosys.core.programfiles.finders.EffectDirectoriesFinder',
)

# Register a project-global programs directory
# These paths are searched last
PROGRAM_DIRS = (
    os.path.join(PROJECT_DIR, 'resources/programs'),
)

PROGRAM_DIRS can really be any directory and doesn’t need to end with /programs

PROGRAM_LOADERS

Program loaders are classes responsible for loading resources. Custom loaders can easily be created.

Programs have a default set of loaders if not specified.

PROGRAM_LOADERS = (
    'demosys.loaders.program.single.Loader',
    'demosys.loaders.program.separate.Loader',
)

TEXTURE_DIRS/TEXTURE_FINDERS

Same principle as `PROGRAM`_DIRS and PROGRAM_FINDERS. The EffectDirectoriesFinder will look for a textures directory in effects.

# Finder classes
TEXTURE_FINDERS = (
    'demosys.core.texturefiles.finders.FileSystemFinder',
    'demosys.core.texturefiles.finders.EffectDirectoriesFinder'
)

# Absolute path to a project-global texture directory
TEXTURE_DIRS = (
    os.path.join(PROJECT_DIR, 'resources/textures'),
)

TEXTURE_LOADERS

Texture loaders are classes responsible for loading textures. These can be easily customized.

The default texture loaders:

TEXTURE_LOADERS = (
    'demosys.loaders.texture.t2d.Loader',
    'demosys.loaders.texture.array.Loader',
)

SCENE_DIRS/SCENE_FINDERS

Same principle as PROGRAM_DIRS and PROGRAM_FINDERS. This is where scene files such as wavefront and gltf files are loaded from. The EffectDirectoriesFinder will look for a scenes directory

# Finder classes
SCENE_FINDERS = (
    'demosys.core.scenefiles.finders.FileSystemFinder',
    'demosys.core.scenefiles.finders.EffectDirectoriesFinder'
)

# Absolute path to a project-global scene directory
SCENE_DIRS = (
    os.path.join(PROJECT_DIR, 'resources/scenes'),
)

SCENE_LOADERS

Scene loaders are classes responsible for loading scenes or geometry from different formats.

The default scene loaders are:

SCENE_LOADERS = (
    "demosys.loaders.scene.gltf.GLTF2",
    "demosys.loaders.scene.wavefront.ObjLoader",
)

DATA_DIRS/DATA_FINDERS

Same principle as PROGRAM_DIRS and PROGRAM_FINDERS. This is where the system looks for data files. These are generic loaders for binary, text and json data (or anything you want).

# Finder classes
DATA_FINDERS = (
    'demosys.core.scenefiles.finders.FileSystemFinder',
    'demosys.core.scenefiles.finders.EffectDirectoriesFinder'
)

# Absolute path to a project-global scene directory
DATA_DIRS = (
    os.path.join(PROJECT_DIR, 'resources/scenes'),
)

DATA_LOADERS

Data loaders are classes responsible for loading miscellaneous data files. These are fairly easy to implement if you need to support something custom.

The default data loaders are:

DATA_LOADERS = (
    'demosys.loaders.data.binary.Loader',
    'demosys.loaders.data.text.Loader',
    'demosys.loaders.data.json.Loader',
)

Indices and tables