Geometry

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

  • Quad: Full screen quads for drawing offscreen buffers
  • Cube: Cube with normals, uvs and texture coordinates
  • Plane: A plane with a dimension and resolution
  • Points: Random points in 3D

Note

We definitely need more here. Please make pull requests or make an issue on github.

Scene/Mesh File Formats

The demosys.scene.loaders are meant for this.

Note

We currently do not support loading any formats. If you have any suggestions in this area, please make an issue on github.

Generating Custom Geometry

To efficiently generate geometry in Python we must avoid as much memory allocation as possible. As mentioned in other sections we use PyOpenGL’s VBO class that takes numpy arrays. We also use pyrr for vector/matrix math/representation.

Note

This is a “best practices” guide to efficiently generate geometry with python code that will scale well even for large amounts of data. This was benchmarked generating various vertex formats with 1M vertices. For fairly small data sizes doesn’t matter that much.

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

from OpenGL import GL
from OpenGL.arrays.vbo import VBO
import numpy
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_vbo = VBO(numpy.array(points, dtype=numpy.float32))

    vao = VAO("random_points", mode=GL.GL_POINTS)
    vao.map_array_buffer(GL.GL_FLOAT, points_vbo)
    vao.map_buffer(points_vbo, "in_position", 3))
    vao.build()
    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 exponentially 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_vbo = VBO(numpy.array(points, dtype=numpy.float32))

This version is orders of magnitude faster because we don’t allocate memory in the loop. It has one glaring flaw though. 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_vbo = VBO(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 emit with 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 it’s 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_vbo = VBO(numpy.fromiter(generate(), count=count * 8, dtype=numpy.float32)

The geometry Module