Note
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GUI Direct 2
Direct integration of glfw and wgpu-py without using the RenderCanvas library.
Demonstration for hardcore users that need total low-level control.
This version is a bit more elaborate, using a loop object, and allowing async code that uses promise.then(). For this to work, wgpu needs access to the running loop. In particular, it needs a run_soon_threadsafe() function, allowing wgpu to resolve a promise from its internal thread.
# run_example = false
import sys
import time
import atexit
import glfw
import wgpu
from wgpu.utils.glfw_present_info import get_glfw_present_info
# from triangle import setup_drawing_sync
from cube import setup_drawing_sync
# Setup glfw
glfw.init()
atexit.register(glfw.terminate)
# disable automatic API selection, we are not using opengl
glfw.window_hint(glfw.CLIENT_API, glfw.NO_API)
glfw.window_hint(glfw.RESIZABLE, True)
title = "wgpu glfw direct"
window = glfw.create_window(640, 480, title, None, None)
present_info = get_glfw_present_info(window)
context = wgpu.gpu.get_canvas_context(present_info)
# Initialize physical size once. For robust apps update this on resize events.
context.set_physical_size(*glfw.get_framebuffer_size(window))
# Setup async callbacks. This is optional, but it enables code using promise.then().
# The asyncgen hook is a stub for the system to detect the call_soon_threadsafe function.
# This works if both are defined on the same class or in the same module.
to_call_soon = []
call_soon_threadsafe = to_call_soon.append
stub_asynchen_hook = lambda agen: None
sys.set_asyncgen_hooks(stub_asynchen_hook)
class Loop:
def __init__(self):
self._pending_callbacks = []
def _asynchen_hook(self, agen):
pass
def call_soon_threadsafe(self, callback):
self._pending_callbacks.append(callback)
def run(self):
# Setup async hook. Our stub hook does not do anything, but it makes that
# the wgpu promises detect this loop and the call_soon_threadsafe method.
sys.set_asyncgen_hooks(self._asynchen_hook)
# Setup
draw_frame = setup_drawing_sync(context)
last_frame_time = time.perf_counter()
frame_count = 0
# render loop
while not glfw.window_should_close(window):
# process inputs
glfw.poll_events()
# resize handling
context.set_physical_size(*glfw.get_framebuffer_size(window))
# call async callbacks (optional, see above)
while self._pending_callbacks:
callback = self._pending_callbacks.pop(0)
print("Callback:", callback)
try:
callback()
except Exception as err:
print(err)
# draw a frame
draw_frame()
# present the frame to the screen
context.present()
# stats
frame_count += 1
etime = time.perf_counter() - last_frame_time
if etime > 1:
print(f"{frame_count / etime:0.1f} FPS")
last_frame_time, frame_count = time.perf_counter(), 0
# dispose resources
sys.set_asyncgen_hooks(None, None)
context.unconfigure()
glfw.destroy_window(window)
# allow proper cleanup (workaround for glfw bug)
end_time = time.perf_counter() + 0.1
while time.perf_counter() < end_time:
glfw.wait_events_timeout(end_time - time.perf_counter())
if __name__ == "__main__":
loop = Loop()
loop.run()
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Interactive example
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