Use instanced rendering for the sprites as well
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@ -13,7 +13,9 @@ textured_shaders = (
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'''\
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uniform uvec2 dimensions; // xnum, ynum
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uniform vec4 steps; // xstart, ystart, dx, dy
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out vec4 color;
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uniform vec2 sprite_layout; // dx, dy
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uniform usamplerBuffer sprite_map; // gl_InstanceID -> x, y, z
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out vec3 sprite_pos;
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const uvec2 pos_map[] = uvec2[6](
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uvec2(1, 0), // right, top
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@ -25,31 +27,35 @@ const uvec2 pos_map[] = uvec2[6](
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);
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void main() {
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uint r = uint(gl_InstanceID) / dimensions[0];
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uint c = uint(gl_InstanceID) - r * dimensions[0];
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uint instance_id = uint(gl_InstanceID);
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uint r = instance_id / dimensions[0];
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uint c = instance_id - r * dimensions[0];
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float left = steps[0] + c * steps[2];
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float top = steps[1] - r * steps[3];
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vec2 xpos = vec2(left, left + steps[2]);
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vec2 ypos = vec2(top, top - steps[3]);
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
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color = vec4(mod(gl_InstanceID, 2), 1, 1, 1);
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uvec4 spos = texelFetch(sprite_map, int(instance_id));
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vec2 s_xpos = vec2(spos[0], spos[0] + 1.0) * sprite_layout[0];
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vec2 s_ypos = vec2(spos[1], spos[1] + 1.0) * sprite_layout[1];
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sprite_pos = vec3(s_xpos[pos[0]], s_ypos[pos[1]], spos[2]);
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}
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''',
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'''\
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uniform sampler2DArray sprites;
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uniform vec3 sprite_scale;
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in vec4 color;
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in vec3 sprite_pos;
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out vec4 final_color;
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const vec3 background = vec3(0, 0, 1);
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const vec3 foreground = vec3(0, 1, 0);
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void main() {
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// float alpha = texture(sprites, texture_position_for_fs / sprite_scale).r;
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// vec3 color = background * (1 - alpha) + foreground * alpha;
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// final_color = vec4(color, 1);
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final_color = color;
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float alpha = texture(sprites, sprite_pos).r;
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vec3 color = background * (1 - alpha) + foreground * alpha;
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final_color = vec4(color, 1);
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}
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''')
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@ -93,12 +99,22 @@ class Renderer:
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# Divide into cells
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cell_width, cell_height = cell_size()
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self.xnum, self.ynum, self.xstart, self.ystart, self.dx, self.dy = calculate_vertices(cell_width, cell_height, self.w, self.h)
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data = (gl.GLuint * (self.xnum * self.ynum * 3))()
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for i in range(0, self.xnum * self.ynum * 3, 3):
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c = '%d' % ((i // 3) % 10)
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data[i:i+3] = self.sprites.primary_sprite_position(c)
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self.sprites.set_sprite_map(data)
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def render(self):
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with self.program:
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gl.glUniform2ui(self.program.uniform_location('dimensions'), self.xnum, self.ynum)
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gl.glUniform4f(self.program.uniform_location('steps'), self.xstart, self.ystart, self.dx, self.dy)
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gl.glDrawArraysInstanced(gl.GL_TRIANGLES, 0, 6, self.xnum * self.ynum)
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ul = self.program.uniform_location
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gl.glUniform2ui(ul('dimensions'), self.xnum, self.ynum)
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gl.glUniform4f(ul('steps'), self.xstart, self.ystart, self.dx, self.dy)
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gl.glUniform1i(ul('sprites'), self.sprites.sampler_num)
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gl.glUniform1i(ul('sprite_map'), self.sprites.buffer_sampler_num)
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gl.glUniform2f(ul('sprite_layout'), *self.sprites.layout)
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with self.sprites:
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gl.glDrawArraysInstanced(gl.GL_TRIANGLES, 0, 6, self.xnum * self.ynum)
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# window setup {{{
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@ -23,12 +23,16 @@ class Sprites:
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''' Maintain sprite sheets of all rendered characters on the GPU as a texture
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array with each texture being a sprite sheet. '''
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# TODO: Rewrite this class using the ARB_shader_image_load_store and ARB_shader_storage_buffer_object
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# extensions one they become available.
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def __init__(self, texture_unit=0):
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self.sampler_num = texture_unit
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self.buffer_sampler_num = texture_unit + 1
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self.first_cell_cache = {}
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self.second_cell_cache = {}
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self.x = self.y = self.z = 0
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self.texture_id = None
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self.texture_id = self.buffer_id = self.buffer_texture_id = None
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self.last_num_of_layers = 1
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def do_layout(self):
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@ -38,9 +42,12 @@ class Sprites:
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self.cell_width, self.cell_height = cell_size()
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self.xnum = self.max_texture_size // self.cell_width
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self.max_y = self.max_texture_size // self.cell_height
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# self.xnum, self.max_y = 2, 2
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self.ynum = 1
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@property
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def layout(self):
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return 1 / self.xnum, 1 / self.ynum
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def realloc_texture(self):
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if self.texture_id is None:
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self.do_layout()
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@ -65,21 +72,13 @@ class Sprites:
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self.texture_id = tex
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gl.glBindTexture(tgt, 0)
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def positions_for(self, items):
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''' Yield 2, 5-tuples (left, top, right, bottom, z) pointing to the
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desired sprite and its second sprite if it is a wide character. '''
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for key in items:
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first = self.first_cell_cache.get(key)
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if first is None:
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first, second = render_cell(*key)
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self.first_cell_cache[key] = first = self.add_sprite(first)
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if second is not None:
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self.second_cell_cache[key] = self.add_sprite(second)
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yield first, self.second_cell_cache.get(key)
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def add_sprite(self, buf):
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if self.texture_id is None:
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self.realloc_texture()
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if self.buffer_id is None:
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self.buffer_id = gl.glGenBuffers(1)
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self.buffer_texture_id = gl.glGenTextures(1)
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self.buffer_texture_unit = getattr(gl, 'GL_TEXTURE%d' % self.buffer_sampler_num)
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tgt = gl.GL_TEXTURE_2D_ARRAY
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gl.glBindTexture(tgt, self.texture_id)
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gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
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@ -87,8 +86,8 @@ class Sprites:
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gl.glTexSubImage3D(tgt, 0, x, y, self.z, self.cell_width, self.cell_height, 1, gl.GL_RED, gl.GL_UNSIGNED_BYTE, buf)
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gl.glBindTexture(tgt, 0)
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# UV space co-ordinates
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left, top, z = self.x, self.y, self.z
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# co-ordinates for this sprite in the sprite sheet
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x, y, z = self.x, self.y, self.z
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# Now increment the current cell position
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self.x += 1
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@ -100,14 +99,46 @@ class Sprites:
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self.y = 0
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self.z += 1
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self.realloc_texture() # we allocate a row at a time
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return left, top, left + 1, top + 1, z
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return x, y, z
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def set_sprite_map(self, data):
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tgt = gl.GL_TEXTURE_BUFFER
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gl.glBindBuffer(tgt, self.buffer_id)
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gl.glBufferData(tgt, ArrayDatatype.arrayByteCount(data), data, gl.GL_STATIC_DRAW)
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gl.glBindBuffer(tgt, 0)
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def primary_sprite_position(self, text, bold=False, italic=False):
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' Return a 3-tuple (x, y, z) giving the position of this sprite on the sprite sheet '
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key = text, bold, italic
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first = self.first_cell_cache.get(key)
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if first is None:
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first, second = render_cell(text, bold, italic)
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self.first_cell_cache[key] = first = self.add_sprite(first)
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if second is not None:
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self.second_cell_cache[key] = self.add_sprite(second)
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return first
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def secondary_sprite_position(self, text, bold=False, italic=False):
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key = text, bold, italic
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ans = self.second_cell_cache.get(key)
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if ans is None:
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self.primary_sprite_position(text, bold, italic)
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ans = self.second_cell_cache.get(key)
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if ans is None:
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return 0, 0, 0
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return ans
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def __enter__(self):
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gl.glActiveTexture(self.texture_unit)
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gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
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gl.glActiveTexture(self.buffer_texture_unit)
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gl.glBindTexture(gl.GL_TEXTURE_BUFFER, self.buffer_texture_id)
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gl.glTexBuffer(gl.GL_TEXTURE_BUFFER, gl.GL_RGB32UI, self.buffer_id)
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def __exit__(self, *a):
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gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, 0)
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gl.glBindTexture(gl.GL_TEXTURE_BUFFER, 0)
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class ShaderProgram:
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@ -132,11 +163,10 @@ class ShaderProgram:
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gl.glDeleteProgram(self.program_id)
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gl.glDeleteShader(vs_id)
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gl.glDeleteShader(frag_id)
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raise ValueError('Error linking shader program: %s' % info)
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raise ValueError('Error linking shader program: \n%s' % info.decode('utf-8'))
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gl.glDeleteShader(vs_id)
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gl.glDeleteShader(frag_id)
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self.vao_id = gl.glGenVertexArrays(1)
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self.attribute_buffers = {}
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def __hash__(self) -> int:
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return self.program_id
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@ -156,7 +186,7 @@ class ShaderProgram:
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gl.glCompileShader(shader_id)
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if gl.glGetShaderiv(shader_id, gl.GL_COMPILE_STATUS) != gl.GL_TRUE:
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info = gl.glGetShaderInfoLog(shader_id)
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raise ValueError('GLSL Shader compilation failed: %s' % info)
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raise ValueError('GLSL Shader compilation failed: \n%s' % info.decode('utf-8'))
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return shader_id
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except Exception:
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gl.glDeleteShader(shader_id)
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@ -178,29 +208,6 @@ class ShaderProgram:
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self.is_active = True
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def __exit__(self, *args):
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gl.glBindVertexArray(0)
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gl.glUseProgram(0)
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gl.glBindVertexArray(0)
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self.is_active = False
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def set_attribute_data(self, attribute_name, data, items_per_attribute_value=2, divisor=None, normalize=False):
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if not self.is_active:
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raise RuntimeError('The program must be active before you can add buffers')
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if len(data) % items_per_attribute_value != 0:
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raise ValueError('The length of the data buffer is not a multiple of the items_per_attribute_value')
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buf_id = self.attribute_buffers.get(attribute_name) # glBufferData auto-deletes previous data
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if buf_id is None:
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buf_id = self.attribute_buffers[attribute_name] = gl.glGenBuffers(1)
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gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf_id)
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gl.glBufferData(gl.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(data), data, gl.GL_STATIC_DRAW)
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loc = self.attribute_location(attribute_name)
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gl.glEnableVertexAttribArray(loc)
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typ = {
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gl.GLfloat: gl.GL_FLOAT,
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gl.GLubyte: gl.GL_UNSIGNED_BYTE,
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gl.GLuint: gl.GL_UNSIGNED_INT,
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}[data._type_]
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gl.glVertexAttribPointer(
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loc, items_per_attribute_value, typ, gl.GL_TRUE if normalize else gl.GL_FALSE, 0, None
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)
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if divisor is not None:
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gl.glVertexBindingDivisor(loc, divisor)
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