Allow programs to be used with multiple vertex array objects
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ee3c3e4cb4
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@ -50,10 +50,10 @@ void main() {
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final_color = vec4(color, 1);
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}
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''')
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self.add_vertex_arrays(self.vertex_array('rect'))
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self.vao_id = self.add_vertex_arrays(self.vertex_array('rect'))
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def send_data(self, data):
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self.send_vertex_data('rect', data)
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self.send_vertex_data(self.vao_id, 'rect', data)
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def set_colors(self, color_buf):
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glUniform3fv(self.uniform_location('colors'), 3, addressof(color_buf))
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@ -145,6 +145,7 @@ class Borders:
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if not self.can_render:
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return
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with program:
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program.bind_vertex_array(program.vao_id)
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if self.is_dirty:
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program.send_data(self.rects)
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program.set_colors(self.color_buf)
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@ -37,8 +37,10 @@ def load_shader_programs():
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vert, frag = load_shaders('cell')
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vert = vert.replace('STRIDE', str(DATA_CELL_SIZE))
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cell = ShaderProgram(vert, frag)
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cursor = load_shaders('cursor')
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return cell, ShaderProgram(*cursor)
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cursor = ShaderProgram(*load_shaders('cursor'))
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cell.vao_id = cell.add_vertex_arrays()
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cursor.vao_id = cursor.add_vertex_arrays()
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return cell, cursor
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class Selection: # {{{
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@ -119,6 +121,7 @@ def render_cells(buffer_id, sg, cell_program, sprites, invert_colors=False):
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glUniform1i(ul('sprites'), sprites.sampler_num)
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glUniform1i(ul('sprite_map'), sprites.buffer_sampler_num)
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glUniform2f(ul('sprite_layout'), *(sprites.layout))
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cell_program.bind_vertex_array(cell_program.vao_id)
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glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, sg.xnum * sg.ynum)
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@ -395,5 +398,6 @@ class CharGrid:
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glUniform4f(ul('color'), col[0] / 255.0, col[1] / 255.0, col[2] / 255.0, alpha)
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glUniform2f(ul('xpos'), left, right)
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glUniform2f(ul('ypos'), top, bottom)
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cursor_program.bind_vertex_array(cursor_program.vao_id)
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glDrawArrays(GL_TRIANGLE_FAN if is_focused else GL_LINE_LOOP, 0, 4)
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glDisable(GL_BLEND)
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@ -20,13 +20,14 @@ from .fast_data_types import (
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copy_image_sub_data, glActiveTexture, glAttachShader, glBindBuffer,
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glBindTexture, glBindVertexArray, glCompileShader, glCopyImageSubData,
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glCreateProgram, glCreateShader, glDeleteBuffer, glDeleteProgram,
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glDeleteShader, glDeleteTexture, glEnableVertexAttribArray, glGenBuffers,
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glGenTextures, glGenVertexArrays, glGetAttribLocation, glGetBufferSubData,
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glGetIntegerv, glGetProgramInfoLog, glGetProgramiv, glGetShaderInfoLog,
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glGetShaderiv, glGetUniformLocation, glLinkProgram, glPixelStorei,
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glShaderSource, glTexBuffer, glTexParameteri, glTexStorage3D,
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glTexSubImage3D, glUseProgram, glVertexAttribDivisor,
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glVertexAttribPointer, replace_or_create_buffer
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glDeleteShader, glDeleteTexture, glDeleteVertexArray,
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glEnableVertexAttribArray, glGenBuffers, glGenTextures, glGenVertexArrays,
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glGetAttribLocation, glGetBufferSubData, glGetIntegerv,
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glGetProgramInfoLog, glGetProgramiv, glGetShaderInfoLog, glGetShaderiv,
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glGetUniformLocation, glLinkProgram, glPixelStorei, glShaderSource,
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glTexBuffer, glTexParameteri, glTexStorage3D, glTexSubImage3D,
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glUseProgram, glVertexAttribDivisor, glVertexAttribPointer,
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replace_or_create_buffer
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)
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from .fonts.render import render_cell
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from .utils import safe_print
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@ -266,27 +267,40 @@ class ShaderProgram:
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raise ValueError('Error linking shader program: \n%s' % info.decode('utf-8'))
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glDeleteShader(vs_id)
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glDeleteShader(frag_id)
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self.vao_id = glGenVertexArrays(1)
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self.buffers = {}
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self.vertex_arrays = {}
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def vertex_array(self, name, size=3, dtype=GL_FLOAT, normalized=False, stride=0, offset=0, divisor=0):
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return VertexArray(name, size, dtype, normalized, stride, offset, divisor)
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def add_vertex_arrays(self, *arrays):
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glBindVertexArray(self.vao_id)
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vao_id = glGenVertexArrays(1)
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self.vertex_arrays[vao_id] = buffers = {}
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glBindVertexArray(vao_id)
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for x in arrays:
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self.buffers[x.name] = buf_id = buffer_manager.create(for_use=GL_ARRAY_BUFFER)
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buffers[x.name] = buf_id = buffer_manager.create(for_use=GL_ARRAY_BUFFER)
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buffer_manager.bind(buf_id)
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aid = self.attribute_location(x.name)
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glEnableVertexAttribArray(aid)
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glVertexAttribPointer(aid, x.size, x.dtype, x.normalized, x.stride, x.offset)
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if x.divisor > 0:
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glVertexAttribDivisor(aid, x.divisor)
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buffer_manager.unbind(buf_id)
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if arrays:
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buffer_manager.unbind(buf_id)
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glBindVertexArray(0)
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return vao_id
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def send_vertex_data(self, name, data, usage=GL_STATIC_DRAW):
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bufid = self.buffers[name]
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def bind_vertex_array(self, vao_id):
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glBindVertexArray(vao_id)
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def remove_vertex_array(self, vao_id):
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buffers = self.vertex_arrays.pop(vao_id, None)
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if buffers is not None:
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glDeleteVertexArray(vao_id)
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for buf_id in buffers.values():
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buffer_manager.delete(buf_id)
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def send_vertex_data(self, vao_id, name, data, usage=GL_STATIC_DRAW):
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bufid = self.vertex_arrays[vao_id][name]
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buffer_manager.set_data(bufid, data, usage=usage)
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def __hash__(self) -> int:
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@ -325,7 +339,6 @@ class ShaderProgram:
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def __enter__(self):
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glUseProgram(self.program_id)
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glBindVertexArray(self.vao_id)
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def __exit__(self, *args):
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glUseProgram(0)
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