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
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.
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).
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,
"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
The possible data types that can be specified in the format string are described below.
Format Type Python type
Signed byte int
Unsigned byte int
Signed short int
Unsigned short int
Signed int int
Unsigned int int
Single precision float float
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
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
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 VertexList.draw method:
Note that the primitive mode is given to the draw method, not the vertex list constructor. Otherwise the vertex_list method 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
Generic attribute Inaccessible
In the following example, the vertex positions of the vertex list are updated
by replacing the
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:
Data is never or rarely modified after initialisation
Data is occasionally modified (default)
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
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 IndexedVertexList.indices sequence to change the indices.
|||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 VertexList.draw on each individual
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 Batch.add and Batch.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
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:
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:
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
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
unset_state calls for vertex lists in a batch
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
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
group parameters in their constructors. This allows you to add any of
these higher-level pyglet drawables into arbitrary places in your rendering
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()
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
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
group parameters in a similar way.