Settings¶
The settings.py
file must be present in your project and contains
(you guessed right!) settings for the project. This is pretty much
identical in Django.
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¶
Warning
We cannot guarantee that the framework will work properly for non-default values, and you should assume severe a performance hit if backwards compatibility is enabled. It might of curse make sense in some cases if you bring in existing draw code from older projects. Be extra careful when using deprecated OpenGL states.
Using these values we can be more confident that cross-platform support is upheld. Remember that some platforms/drivers such as on OS X, core profiles can only be forward compatible or the context creation will simply fail.
The default OpenGL version is 4.1. Some older systems might need that tuned down to 3.3, but generally 4.1 is widely supported.
OPENGL = {
"version": (4, 1), # 3.3 -> 4.1 is acceptable
"profile": "core",
"forward_compat": True,
}
version
describes the major and minor version of the OpenGL context we are creatingprofile
should ideally always becore
, but we leave it configurable for those who might want to include legacy OpenGL code permanently or temporary. Do note that not using core profile will exclude the project from working on certain setups and may have unexpected side effects.any
: glfw.OPENGL_ANY_PROFILE,core
: glfw.OPENGL_CORE_PROFILE,compat
: glfw.OPENGL_COMPAT_PROFILE,
forward_compat
True, is required for the project to work on OS X and drivers only supporting forward compatibility.
Note
To make your project work on OS X you cannot move past version 4.1 (sadly). This doesn’t mean we cannot move past 4.1, but as of right now we focus on implementing features up to 4.1.
WINDOW¶
Window/screen properties. If you are using Retina or 4k displays, be aware that these values can refer to the virtual size. The actual buffer size will be larger.
WINDOW = {
"size": (1280, 768),
"fullscreen": False,
"resizable": False,
"vsync": True,
"title": "demosys-py",
"cursor": False,
}
size
: The window size to open. Note that on 4k displays and retina the actual frame buffer size will normally be twice as large. Internally we query glfw for the actual buffer size so the viewport can be correctly applied.fullscreen
: True if you want to create a context in fullscreen moderesizable
: If the window should be resizable. This only applies in windowed mode. Currently we constrain the window size to the aspect ratio of the resolution (needs improvement)vsync
: Only render one frame per screen refreshtitle
: The visible title on the window in windowed modecursor
: 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)
- 32 bit depth buffer were 24 bits is for depth and 8 bits for stencil
- Double buffering
- color, depth and stencil is cleared every frame
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 Audio section.
PROJECT_DIR = os.path.dirname(os.path.abspath(__file__))
MUSIC = os.path.join(PROJECT_DIR, 'resources/music/tg2035.mp3')
TIMER¶
This is the timer class that controls time in your project.
This defaults to demosys.timers.Timer
that is simply keeps
track of system time using glfw
.
TIMER = 'demosys.timers.Timer'
Other timers are:
demosys.timers.MusicTimer
requiresMUSIC
to be defined and will use the current time in an mp3.demosys.timers.RocketTimer
is the same as the default timer, but uses uses the rocket library.demosys.timers.RocketMusicTimer
requiresMUSIC
andROCKET
to be configured.
More information can be found in the Timers section.
ROCKET¶
Configuration of the pyrocket sync-tracker library.
rps
: Number of rows per secondmode
: The mode to run the rocket clienteditor
: Requires a rocket editor to run so the library can connect to itproject
: Loads the project file created by the editor and plays it backfiles
: Loads the binary track files genrated by the client through remote export in the editor.
project_file
: The absolute path to the project filefiles
: The absolute path to the directory containing binary track data
ROCKET = {
"rps": 24,
"mode": "editor",
"files": None,
"project_file": None,
}
EFFECTS¶
Effect packages that will be recognized by the project. Initialization should happens in the order they appear in the list.
EFFECTS = (
'myproject.cube',
)
EFFECT_MANAGER¶
Effect mangers are pluggable classed that initialize and run effects.
When only having a single effect we can run it using runeffect
,
but when having multiple effects we need something to decide what
effect should be active.
The default effect manager is the SingleEffectManager
that is
also enforced when running ./manage.py runeffect <name>
.
If we use the run
sub-command, the first registered effect will run.
EFFECT_MANAGER = 'demosys.effects.managers.single.SingleEffectManager'
More info in the Effect Managers section.
SHADER_DIRS/FINDERS¶
SHADER_DIRS
contains absolute paths the FileSystemFinder
will look for shaders.
EffectDirectoriesFinder
will look for shaders in all registered effects
in the order they were added. This assumes you have a shaders
directory in
your effect package.
# Register a project-global shader directory
SHADER_DIRS = (
os.path.join(PROJECT_DIR, 'resources/shaders'),
)
# This is the defaults is the property is not defined
SHADER_FINDERS = (
'demosys.core.shaderfiles.finders.FileSystemFinder',
'demosys.core.shaderfiles.finders.EffectDirectoriesFinder',
)
TEXTURE_DIRS/FINDERS¶
Same principle as SHADER_DIRS
and SHADER_FINDERS
.
# Absolute path to a project-global texture directory
TEXTURE_DIRS = (
os.path.join(PROJECT_DIR, 'resource/textures'),
)
# Finder classes
TEXTURE_FINDERS = (
'demosys.core.texturefiles.finders.FileSystemFinder',
'demosys.core.texturefiles.finders.EffectDirectoriesFinder'
)
SCREENSHOT_PATH¶
Absolute path to the directory screenshots will be saved. If not defined or the directory don’t exist, the current working directory will be used.
SCREENSHOT_PATH = os.path.join(PROJECT_DIR, 'screenshots')