pyglet.graphics.draw
- class Batch
Manage a collection of drawables for batched rendering.
Many drawable pyglet objects accept an optional Batch argument in their constructors. By giving a Batch to multiple objects, you can tell pyglet that you expect to draw all of these objects at once, so it can optimise its use of OpenGL. Hence, drawing a Batch is often much faster than drawing each contained drawable separately.
The following example creates a batch, adds two sprites to the batch, and then draws the entire batch:
batch = pyglet.graphics.Batch() car = pyglet.sprite.Sprite(car_image, batch=batch) boat = pyglet.sprite.Sprite(boat_image, batch=batch) def on_draw(): batch.draw()
While any drawables can be added to a Batch, only those with the same draw mode, shader program, and group can be optimised together.
Internally, a Batch manages a set of VertexDomains along with information about how the domains are to be drawn. To implement batching on a custom drawable, get your vertex domains from the given batch instead of setting them up yourself.
- delete_empty_domains() None
Deletes all empty domains and all of their buffers.
Should not need to be called through normal usage, as this will occur periodically.
- Return type:
- draw() None
Draw the batch.
If the draw list is dirty, a new one will be created and applied.
- Return type:
- draw_subset(
- vertex_lists: Sequence[VertexList | IndexedVertexList],
Draw only some vertex lists in the batch.
The use of this method is highly discouraged, as it is quite inefficient. Usually an application can be redesigned so that batches can always be drawn in their entirety, using draw.
The given vertex lists must belong to this batch; behaviour is undefined if this condition is not met.
- Parameters:
vertex_lists (
Sequence[VertexList|IndexedVertexList]) – Vertex lists to draw.- Return type:
- draw_with_options() Generator[BatchDrawOptions, Any, None]
A context manager for specifying draw options before drawing.
Can be used as a context manager:
with batch.draw_with_options() as options: options.camera = new_camera
Upon exit of the context, the draw list functions will be called.
Added in version 3.0.
- Return type:
- get_domain( ) VertexDomain
Get, or create, the vertex domain corresponding to the given arguments.
mode is the render mode such as GL_LINES or GL_TRIANGLES
- Return type:
- invalidate() None
Force the batch to update the draw list.
This method can be used to force the batch to re-compute the draw list when the ordering of groups has changed.
Added in version 1.2.
- Return type:
- migrate(
- vertex_list: VertexList | IndexedVertexList,
- mode: GeometryMode,
- group: Group,
- batch: Batch,
Migrate a vertex list to another batch and/or group.
vertex_list and mode together identify the vertex list to migrate. group and batch are new owners of the vertex list after migration.
The results are undefined if mode is not correct or if vertex_list does not belong to this batch (they are not checked and will not necessarily throw an exception immediately).
batchcan remain unchanged if only a group change is desired.- Parameters:
vertex_list (
VertexList|IndexedVertexList) – A vertex list currently belonging to this batch.mode (
GeometryMode) – The current GL drawing mode of the vertex list.group (
Group) – The new group to migrate to.batch (
Batch) – The batch to migrate to (or the current batch).
- Return type:
- update_shader(
- vertex_list: VertexList | IndexedVertexList,
- mode: GeometryMode,
- group: Group,
- program: ShaderProgram,
Migrate a vertex list to another domain that has the specified shader attributes.
The results are undefined if mode is not correct or if vertex_list does not belong to this batch (they are not checked and will not necessarily throw an exception immediately).
- Parameters:
vertex_list (
VertexList|IndexedVertexList) – A vertex list currently belonging to this batch.mode (
GeometryMode) – The current GL drawing mode of the vertex list.group (
Group) – The new group to migrate to.program (
ShaderProgram) – The new shader program to migrate to.
- Return type:
- Returns:
False if the domain’s no longer match. The caller should handle this scenario.
- group_map: dict[Group, dict[_DomainKey, VertexDomain]]
- class BatchDrawOptions
A draw pass encompasses the starting data of a batched draw.
A user may fill some or none of the arguments.
- __init__(
- framebuffer: object | None = None,
- camera: BaseCamera | None = None,
- viewport: tuple | None = None,
- scissor: tuple | CameraScissor | None = None,
- clear_color: tuple[float, float, float, float] | None = None,
- resolve(
- ctx: SurfaceContext,
Resolves the draw options to give a final DrawPass.
- Return type:
- camera: BaseCamera | None = None
The camera to use at the start. Some passes may require drawing the same scene with a different camera.
- class DrawContext
This temporary context is passed to Group states during batch draw.
The data in this object is only valid during the batch draw call.
- __init__(
- surface_ctx: SurfaceContextT,
- backend_ctx: BackendContextT,
- draw_pass: DrawPass,
- renderer: BackendRenderer,
- camera_stack: list[CameraScopeProtocol] = <factory>,
- viewport_stack: list = <factory>,
- scissor_stack: list = <factory>,
- active_shader_program: ShaderProgram | None = None,
- _applied_camera: CameraScopeProtocol | None = None,
- property active_camera: CameraScopeProtocol
- active_shader_program: ShaderProgram | None = None
- backend_ctx: BackendContextT
- renderer: BackendRenderer
- surface_ctx: SurfaceContextT
- class DrawPass
This is the resolved state of the DrawPass.
This class is guaranteed to have all the arguments filled after the backend resolves it.
- __init__(
- framebuffer: object | None,
- camera: BaseCamera,
- viewport: tuple,
- scissor: CameraScissor,
- clear_color: tuple[float, float, float, float],
- camera: BaseCamera
- scissor: CameraScissor
- class Group
Group of common state.
Groupprovides extra control over how drawables are handled within aBatch. When a batch draws a drawable, it ensures its group’s state is set; this can include binding textures, shaders, or setting any other parameters. It also sorts the groups before drawing.In the following example, the background sprite is guaranteed to be drawn before the car and the boat:
batch = pyglet.graphics.Batch() background = pyglet.graphics.Group(order=0) foreground = pyglet.graphics.Group(order=1) background = pyglet.sprite.Sprite(background_image, batch=batch, group=background) car = pyglet.sprite.Sprite(car_image, batch=batch, group=foreground) boat = pyglet.sprite.Sprite(boat_image, batch=batch, group=foreground) def on_draw(): batch.draw()
- add_comparison(value)
- set_blend(
- blend_src: BlendFactor,
- blend_dst: BlendFactor,
- blend_op: BlendOp = BlendOp.ADD,
- set_camera(camera: CameraScopeProtocol) None
Set a camera scope for this group.
The camera object is applied during batch draw inside a draw context. If the camera/view provides an effective scissor area, a matching camera scissor state is attached automatically.
- Return type:
- set_shader_program(program: ShaderProgram)
- set_state(state: State) None
Sets a state to be applied to the group.
If the state is an enforced state, setting a new state will not update any children.
- Return type:
- set_state_all(ctx: DrawContext) None
Calls all set states of the underlying Group.
- Return type:
- set_state_recursive(ctx: DrawContext) None
Set this group and its ancestry.
Call this method if you are using a group in isolation: the parent groups will be called in top-down order, with this class’s
setbeing called last.- Return type:
- set_texture( ) None
Set the texture state.
- Parameters:
texture (
Texture) – The Texture instance that this draw call uses.texture_unit (
int) – The binding unit this Texture/Sampler is bound to. In OpenGL this is the Active Texture (glActiveTexture). In Vulkan this is the Sampler binding number in the descriptor.set_id (
int) – The set that the sampler belongs to. Only applicable in Vulkan.
- Return type:
- set_textures( ) None
Set multiple texture states and matching sampler uniforms.
- Parameters:
textures (
dict[str,Texture]) – Mapping of shader sampler uniform names to Texture instances.program (
ShaderProgram) – The shader program that owns the sampler uniforms.first_texture_unit (
int) – The first binding unit to use. Each texture uses the next unit.set_id (
int) – The set that the sampler belongs to. Only applicable in Vulkan.
- Return type:
- set_uniform_buffer(
- region: UniformBufferRegion,
- binding_index: int | None = None,
Set a Uniform Buffer Object region state.
- Parameters:
region (
UniformBufferRegion) – A region created byUniformBlock.create_ubo_region.binding_index (
int|None) – Optional binding point override. By default, the region uses the binding point assigned to its source uniform block.
- Return type:
- set_viewport(x, y, width, height)
- unset_state_all(ctx: DrawContext) None
Calls all unset states of the underlying Group.
- Return type:
- unset_state_recursive(ctx: DrawContext) None
Unset this group and its ancestry.
The inverse of
set_state_recursive.- Return type: