'''OpenGL extension VERSION.GL_2_0 This module customises the behaviour of the OpenGL.raw.GL.VERSION.GL_2_0 to provide a more Python-friendly API The official definition of this extension is available here: http://www.opengl.org/registry/specs/VERSION/GL_2_0.txt ''' from OpenGL import platform, constant, arrays from OpenGL import extensions, wrapper import ctypes from OpenGL.raw.GL import _types, _glgets from OpenGL.raw.GL.VERSION.GL_2_0 import * from OpenGL.raw.GL.VERSION.GL_2_0 import _EXTENSION_NAME def glInitGl20VERSION(): '''Return boolean indicating whether this extension is available''' from OpenGL import extensions return extensions.hasGLExtension( _EXTENSION_NAME ) # INPUT glDrawBuffers.bufs size not checked against n glDrawBuffers=wrapper.wrapper(glDrawBuffers).setInputArraySize( 'bufs', None ) glGetActiveAttrib=wrapper.wrapper(glGetActiveAttrib).setOutput( 'length',size=(1,),orPassIn=True ).setOutput( 'type',size=(1,),orPassIn=True ).setOutput( 'name',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True ).setOutput( 'size',size=(1,),orPassIn=True ) glGetActiveUniform=wrapper.wrapper(glGetActiveUniform).setOutput( 'length',size=(1,),orPassIn=True ).setOutput( 'type',size=(1,),orPassIn=True ).setOutput( 'name',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True ).setOutput( 'size',size=(1,),orPassIn=True ) # glGetAttachedShaders.obj is OUTPUT without known output size # INPUT glGetAttachedShaders.shaders size not checked against maxCount glGetAttachedShaders=wrapper.wrapper(glGetAttachedShaders).setOutput( 'count',size=(1,),orPassIn=True ).setInputArraySize( 'shaders', None ) glGetProgramiv=wrapper.wrapper(glGetProgramiv).setOutput( 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True ) glGetProgramInfoLog=wrapper.wrapper(glGetProgramInfoLog).setOutput( 'length',size=(1,),orPassIn=True ).setOutput( 'infoLog',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True ) glGetShaderiv=wrapper.wrapper(glGetShaderiv).setOutput( 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True ) glGetShaderInfoLog=wrapper.wrapper(glGetShaderInfoLog).setOutput( 'length',size=(1,),orPassIn=True ).setOutput( 'infoLog',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True ) glGetShaderSource=wrapper.wrapper(glGetShaderSource).setOutput( 'source',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True ).setOutput( 'length',size=(1,),orPassIn=True ) # glGetUniformfv.params is OUTPUT without known output size # glGetUniformiv.params is OUTPUT without known output size glGetVertexAttribdv=wrapper.wrapper(glGetVertexAttribdv).setOutput( 'params',size=(4,),orPassIn=True ) glGetVertexAttribfv=wrapper.wrapper(glGetVertexAttribfv).setOutput( 'params',size=(4,),orPassIn=True ) glGetVertexAttribiv=wrapper.wrapper(glGetVertexAttribiv).setOutput( 'params',size=(4,),orPassIn=True ) glGetVertexAttribPointerv=wrapper.wrapper(glGetVertexAttribPointerv).setOutput( 'pointer',size=(1,),orPassIn=True ) # INPUT glShaderSource.length size not checked against count # INPUT glShaderSource.string size not checked against count glShaderSource=wrapper.wrapper(glShaderSource).setInputArraySize( 'length', None ).setInputArraySize( 'string', None ) # INPUT glUniform1fv.value size not checked against count glUniform1fv=wrapper.wrapper(glUniform1fv).setInputArraySize( 'value', None ) # INPUT glUniform2fv.value size not checked against count glUniform2fv=wrapper.wrapper(glUniform2fv).setInputArraySize( 'value', None ) # INPUT glUniform3fv.value size not checked against count glUniform3fv=wrapper.wrapper(glUniform3fv).setInputArraySize( 'value', None ) # INPUT glUniform4fv.value size not checked against count glUniform4fv=wrapper.wrapper(glUniform4fv).setInputArraySize( 'value', None ) # INPUT glUniform1iv.value size not checked against count glUniform1iv=wrapper.wrapper(glUniform1iv).setInputArraySize( 'value', None ) # INPUT glUniform2iv.value size not checked against count glUniform2iv=wrapper.wrapper(glUniform2iv).setInputArraySize( 'value', None ) # INPUT glUniform3iv.value size not checked against count glUniform3iv=wrapper.wrapper(glUniform3iv).setInputArraySize( 'value', None ) # INPUT glUniform4iv.value size not checked against count glUniform4iv=wrapper.wrapper(glUniform4iv).setInputArraySize( 'value', None ) # INPUT glUniformMatrix2fv.value size not checked against count glUniformMatrix2fv=wrapper.wrapper(glUniformMatrix2fv).setInputArraySize( 'value', None ) # INPUT glUniformMatrix3fv.value size not checked against count glUniformMatrix3fv=wrapper.wrapper(glUniformMatrix3fv).setInputArraySize( 'value', None ) # INPUT glUniformMatrix4fv.value size not checked against count glUniformMatrix4fv=wrapper.wrapper(glUniformMatrix4fv).setInputArraySize( 'value', None ) glVertexAttrib1dv=wrapper.wrapper(glVertexAttrib1dv).setInputArraySize( 'v', 1 ) glVertexAttrib1fv=wrapper.wrapper(glVertexAttrib1fv).setInputArraySize( 'v', 1 ) glVertexAttrib1sv=wrapper.wrapper(glVertexAttrib1sv).setInputArraySize( 'v', 1 ) glVertexAttrib2dv=wrapper.wrapper(glVertexAttrib2dv).setInputArraySize( 'v', 2 ) glVertexAttrib2fv=wrapper.wrapper(glVertexAttrib2fv).setInputArraySize( 'v', 2 ) glVertexAttrib2sv=wrapper.wrapper(glVertexAttrib2sv).setInputArraySize( 'v', 2 ) glVertexAttrib3dv=wrapper.wrapper(glVertexAttrib3dv).setInputArraySize( 'v', 3 ) glVertexAttrib3fv=wrapper.wrapper(glVertexAttrib3fv).setInputArraySize( 'v', 3 ) glVertexAttrib3sv=wrapper.wrapper(glVertexAttrib3sv).setInputArraySize( 'v', 3 ) glVertexAttrib4Nbv=wrapper.wrapper(glVertexAttrib4Nbv).setInputArraySize( 'v', 4 ) glVertexAttrib4Niv=wrapper.wrapper(glVertexAttrib4Niv).setInputArraySize( 'v', 4 ) glVertexAttrib4Nsv=wrapper.wrapper(glVertexAttrib4Nsv).setInputArraySize( 'v', 4 ) glVertexAttrib4Nubv=wrapper.wrapper(glVertexAttrib4Nubv).setInputArraySize( 'v', 4 ) glVertexAttrib4Nuiv=wrapper.wrapper(glVertexAttrib4Nuiv).setInputArraySize( 'v', 4 ) glVertexAttrib4Nusv=wrapper.wrapper(glVertexAttrib4Nusv).setInputArraySize( 'v', 4 ) glVertexAttrib4bv=wrapper.wrapper(glVertexAttrib4bv).setInputArraySize( 'v', 4 ) glVertexAttrib4dv=wrapper.wrapper(glVertexAttrib4dv).setInputArraySize( 'v', 4 ) glVertexAttrib4fv=wrapper.wrapper(glVertexAttrib4fv).setInputArraySize( 'v', 4 ) glVertexAttrib4iv=wrapper.wrapper(glVertexAttrib4iv).setInputArraySize( 'v', 4 ) glVertexAttrib4sv=wrapper.wrapper(glVertexAttrib4sv).setInputArraySize( 'v', 4 ) glVertexAttrib4ubv=wrapper.wrapper(glVertexAttrib4ubv).setInputArraySize( 'v', 4 ) glVertexAttrib4uiv=wrapper.wrapper(glVertexAttrib4uiv).setInputArraySize( 'v', 4 ) glVertexAttrib4usv=wrapper.wrapper(glVertexAttrib4usv).setInputArraySize( 'v', 4 ) # INPUT glVertexAttribPointer.pointer size not checked against 'size,type,stride' glVertexAttribPointer=wrapper.wrapper(glVertexAttribPointer).setInputArraySize( 'pointer', None ) ### END AUTOGENERATED SECTION import OpenGL from OpenGL import _configflags from OpenGL._bytes import bytes, _NULL_8_BYTE, as_8_bit from OpenGL.raw.GL.ARB.shader_objects import GL_OBJECT_COMPILE_STATUS_ARB as GL_OBJECT_COMPILE_STATUS from OpenGL.raw.GL.ARB.shader_objects import GL_OBJECT_LINK_STATUS_ARB as GL_OBJECT_LINK_STATUS from OpenGL.raw.GL.ARB.shader_objects import GL_OBJECT_ACTIVE_UNIFORMS_ARB as GL_OBJECT_ACTIVE_UNIFORMS from OpenGL.raw.GL.ARB.shader_objects import GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB as GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH from OpenGL.lazywrapper import lazy as _lazy from OpenGL.raw.GL import _errors from OpenGL import converters, error, contextdata from OpenGL.arrays.arraydatatype import ArrayDatatype, GLenumArray GL_INFO_LOG_LENGTH = constant.Constant( 'GL_INFO_LOG_LENGTH', 0x8B84 ) glShaderSource = platform.createExtensionFunction( 'glShaderSource', dll=platform.PLATFORM.GL, resultType=None, argTypes=(_types.GLhandle, _types.GLsizei, ctypes.POINTER(ctypes.c_char_p), arrays.GLintArray,), doc = 'glShaderSource( GLhandle(shaderObj),[bytes(string),...]) -> None', argNames = ('shaderObj', 'count', 'string', 'length',), extension = _EXTENSION_NAME, ) conv = converters.StringLengths( name='string' ) glShaderSource = wrapper.wrapper( glShaderSource ).setPyConverter( 'count' # number of strings ).setPyConverter( 'length' # lengths of strings ).setPyConverter( 'string', conv.stringArray ).setCResolver( 'string', conv.stringArrayForC, ).setCConverter( 'length', conv, ).setCConverter( 'count', conv.totalCount, ) try: del conv except NameError as err: pass @_lazy( glGetShaderiv ) def glGetShaderiv( baseOperation, shader, pname, status=None ): """Retrieve the integer parameter for the given shader shader -- shader ID to query pname -- parameter name status -- pointer to integer to receive status or None to return the parameter as an integer value returns integer if status parameter is None status if status parameter is not None """ if status is None: status = arrays.GLintArray.zeros( (1,)) status[0] = 1 baseOperation( shader, pname, status ) return status[0] else: baseOperation( shader, pname, status ) return status def _afterCheck( key ): """Generate an error-checking function for compilation operations""" if key == GL_OBJECT_COMPILE_STATUS: getter = glGetShaderiv else: getter = glGetProgramiv def GLSLCheckError( result, baseOperation=None, cArguments=None, *args ): result = _errors._error_checker.glCheckError( result, baseOperation, cArguments, *args ) status = ctypes.c_int() getter( cArguments[0], key, ctypes.byref(status)) status = status.value if not status: raise error.GLError( result = result, baseOperation = baseOperation, cArguments = cArguments, description= glGetShaderInfoLog( cArguments[0] ) ) return result return GLSLCheckError if _configflags.ERROR_CHECKING: glCompileShader.errcheck = _afterCheck( GL_OBJECT_COMPILE_STATUS ) if _configflags.ERROR_CHECKING: glLinkProgram.errcheck = _afterCheck( GL_OBJECT_LINK_STATUS ) ## Not sure why, but these give invalid operation :( ##if glValidateProgram and OpenGL.ERROR_CHECKING: ## glValidateProgram.errcheck = _afterCheck( GL_OBJECT_VALIDATE_STATUS ) @_lazy( glGetShaderInfoLog ) def glGetShaderInfoLog( baseOperation, obj ): """Retrieve the shader's error messages as a Python string returns string which is '' if no message """ length = int(glGetShaderiv(obj, GL_INFO_LOG_LENGTH)) if length > 0: log = ctypes.create_string_buffer(length) baseOperation(obj, length, None, log) return log.value.strip(_NULL_8_BYTE) # null-termination return '' @_lazy( glGetProgramInfoLog ) def glGetProgramInfoLog( baseOperation, obj ): """Retrieve the shader program's error messages as a Python string returns string which is '' if no message """ length = int(glGetProgramiv(obj, GL_INFO_LOG_LENGTH)) if length > 0: log = ctypes.create_string_buffer(length) baseOperation(obj, length, None, log) return log.value.strip(_NULL_8_BYTE) # null-termination return '' @_lazy( glGetAttachedShaders ) def glGetAttachedShaders( baseOperation, obj ): """Retrieve the attached objects as an array of GLhandle instances""" length= glGetProgramiv( obj, GL_ATTACHED_SHADERS ) if length > 0: storage = arrays.GLuintArray.zeros( (length,)) baseOperation( obj, length, None, storage ) return storage return arrays.GLuintArray.zeros( (0,)) @_lazy( glGetShaderSource ) def glGetShaderSource( baseOperation, obj ): """Retrieve the program/shader's source code as a Python string returns string which is '' if no source code """ length = int(glGetShaderiv(obj, GL_OBJECT_SHADER_SOURCE_LENGTH)) if length > 0: source = ctypes.create_string_buffer(length) baseOperation(obj, length, None, source) return source.value.strip(_NULL_8_BYTE) # null-termination return '' @_lazy( glGetActiveUniform ) def glGetActiveUniform(baseOperation,program, index): """Retrieve the name, size and type of the uniform of the index in the program""" max_index = int(glGetProgramiv( program, GL_OBJECT_ACTIVE_UNIFORMS )) length = int(glGetProgramiv( program, GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH)) if index < max_index and index >= 0: if length > 0: name = ctypes.create_string_buffer(length) size = arrays.GLintArray.zeros( (1,)) gl_type = arrays.GLenumArray.zeros( (1,)) namelen = arrays.GLsizeiArray.zeros( (1,)) baseOperation(program, index, length, namelen, size, gl_type, name) return name.value[:int(namelen[0])], size[0], gl_type[0] raise ValueError( """No currently specified uniform names""" ) raise IndexError( 'Index %s out of range 0 to %i' % (index, max_index - 1, ) ) @_lazy( glGetUniformLocation ) def glGetUniformLocation( baseOperation, program, name ): """Check that name is a string with a null byte at the end of it""" if not name: raise ValueError( """Non-null name required""" ) name = as_8_bit( name ) if name[-1] != _NULL_8_BYTE: name = name + _NULL_8_BYTE return baseOperation( program, name ) @_lazy( glGetAttribLocation ) def glGetAttribLocation( baseOperation, program, name ): """Check that name is a string with a null byte at the end of it""" if not name: raise ValueError( """Non-null name required""" ) name = as_8_bit( name ) if name[-1] != _NULL_8_BYTE: name = name + _NULL_8_BYTE return baseOperation( program, name ) @_lazy( glVertexAttribPointer ) def glVertexAttribPointer( baseOperation, index, size, type, normalized, stride, pointer, ): """Set an attribute pointer for a given shader (index) index -- the index of the generic vertex to bind, see glGetAttribLocation for retrieval of the value, note that index is a global variable, not per-shader size -- number of basic elements per record, 1,2,3, or 4 type -- enum constant for data-type normalized -- whether to perform int to float normalization on integer-type values stride -- stride in machine units (bytes) between consecutive records, normally used to create "interleaved" arrays pointer -- data-pointer which provides the data-values, normally a vertex-buffer-object or offset into the same. This implementation stores a copy of the data-pointer in the contextdata structure in order to prevent null- reference errors in the renderer. """ array = ArrayDatatype.asArray( pointer, type ) key = ('vertex-attrib',index) contextdata.setValue( key, array ) return baseOperation( index, size, type, normalized, stride, ArrayDatatype.voidDataPointer( array ) ) @_lazy( glDrawBuffers ) def glDrawBuffers( baseOperation, n=None, bufs=None ): """glDrawBuffers( bufs ) -> bufs Wrapper will calculate n from dims of bufs if only one argument is provided... """ if bufs is None: bufs = n n = None bufs = arrays.GLenumArray.asArray( bufs ) if n is None: n = arrays.GLenumArray.arraySize( bufs ) return baseOperation( n,bufs )