Using Built In Window Types¶
The library provides shortcuts for window creation
moderngl_window module that will
also handle context activation.
import moderngl_window from moderngl_window.conf import settings settings.WINDOW['class'] = 'moderngl_window.context.glfw.Window' settings.WINDOW['gl_version'] = (4, 1) # ... etc ... # Creates the window instance and activates its context window = moderngl_window.create_window_from_settings()
There are more sane ways to apply different configuration values
through convenient methods in the
Window classes can of course also be instantiated manually if preferred, but this can generated a bit of extra work.
import moderngl_window window_str = 'moderngl_window.context.pyglet.Window' window_cls = moderngl_window.get_window_cls(window_str) window = window_cls( title="My Window", gl_version=(4, 1), size=(1920, 1080), ..., ) moderngl_window.activate_context(ctx=window.ctx)
You could also simply import the class directory and instantiate it, but that defeats the purpose of trying to be independent of a specific window library.
The rendering loop for build in windows are simple:
while not window.is_closing: window.clear() # Render stuff here window.swap_buffers()
swap_buffers method is important as it also pulls new input
events for the next frame.
When not using a
instance there are a few simple steps to get started.
Register the moderngl.Context¶
When not using the built in window types you need to at least tell
moderngl_window what your
import moderngl import moderngl_window # Somewhere in your application a standalone or normal context is created ctx = moderngl.create_standalone_context(require=330) ctx = moderngl.create_context(require=330) # Make sure you activate this context moderngl_window.activate_context(ctx=ctx)
If there are no context activated the library will raise an exception when doing opertations that requires one such as texture and scene loading.
When using the built in window types the context activation is normally done for you on creation.
Register Resource Directories¶
The resource loading system are using relative paths. These paths are relative one or multiple directories we registed in the resource system.
moderngl_window.resources module has methods for this.
from pathlib import Path from moderngl_window import resources # We recommend using pathlib resources.register_dir(Path('absolute/path/to/resource/dir').resolve()) # .. but strings also works resources.register_dir('absolute/path/to/resource/dir')
These needs to be absolute paths or an exception is raised. You can register as many paths as you want. The resource system will simply look for the file in every registered directory in the order they were added until it finds a match.
This library also supports separate search directories for shader programs, textures, scenes and various data files.