Allow programs to be used with multiple vertex array objects

This commit is contained in:
Kovid Goyal 2017-08-22 00:24:45 +05:30
parent ee3c3e4cb4
commit ffd9ec653d
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GPG Key ID: 06BC317B515ACE7C
3 changed files with 37 additions and 19 deletions

View File

@ -50,10 +50,10 @@ void main() {
final_color = vec4(color, 1);
}
''')
self.add_vertex_arrays(self.vertex_array('rect'))
self.vao_id = self.add_vertex_arrays(self.vertex_array('rect'))
def send_data(self, data):
self.send_vertex_data('rect', data)
self.send_vertex_data(self.vao_id, 'rect', data)
def set_colors(self, color_buf):
glUniform3fv(self.uniform_location('colors'), 3, addressof(color_buf))
@ -145,6 +145,7 @@ class Borders:
if not self.can_render:
return
with program:
program.bind_vertex_array(program.vao_id)
if self.is_dirty:
program.send_data(self.rects)
program.set_colors(self.color_buf)

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@ -37,8 +37,10 @@ def load_shader_programs():
vert, frag = load_shaders('cell')
vert = vert.replace('STRIDE', str(DATA_CELL_SIZE))
cell = ShaderProgram(vert, frag)
cursor = load_shaders('cursor')
return cell, ShaderProgram(*cursor)
cursor = ShaderProgram(*load_shaders('cursor'))
cell.vao_id = cell.add_vertex_arrays()
cursor.vao_id = cursor.add_vertex_arrays()
return cell, cursor
class Selection: # {{{
@ -119,6 +121,7 @@ def render_cells(buffer_id, sg, cell_program, sprites, invert_colors=False):
glUniform1i(ul('sprites'), sprites.sampler_num)
glUniform1i(ul('sprite_map'), sprites.buffer_sampler_num)
glUniform2f(ul('sprite_layout'), *(sprites.layout))
cell_program.bind_vertex_array(cell_program.vao_id)
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, sg.xnum * sg.ynum)
@ -395,5 +398,6 @@ class CharGrid:
glUniform4f(ul('color'), col[0] / 255.0, col[1] / 255.0, col[2] / 255.0, alpha)
glUniform2f(ul('xpos'), left, right)
glUniform2f(ul('ypos'), top, bottom)
cursor_program.bind_vertex_array(cursor_program.vao_id)
glDrawArrays(GL_TRIANGLE_FAN if is_focused else GL_LINE_LOOP, 0, 4)
glDisable(GL_BLEND)

View File

@ -20,13 +20,14 @@ from .fast_data_types import (
copy_image_sub_data, glActiveTexture, glAttachShader, glBindBuffer,
glBindTexture, glBindVertexArray, glCompileShader, glCopyImageSubData,
glCreateProgram, glCreateShader, glDeleteBuffer, glDeleteProgram,
glDeleteShader, glDeleteTexture, glEnableVertexAttribArray, glGenBuffers,
glGenTextures, glGenVertexArrays, glGetAttribLocation, glGetBufferSubData,
glGetIntegerv, glGetProgramInfoLog, glGetProgramiv, glGetShaderInfoLog,
glGetShaderiv, glGetUniformLocation, glLinkProgram, glPixelStorei,
glShaderSource, glTexBuffer, glTexParameteri, glTexStorage3D,
glTexSubImage3D, glUseProgram, glVertexAttribDivisor,
glVertexAttribPointer, replace_or_create_buffer
glDeleteShader, glDeleteTexture, glDeleteVertexArray,
glEnableVertexAttribArray, glGenBuffers, glGenTextures, glGenVertexArrays,
glGetAttribLocation, glGetBufferSubData, glGetIntegerv,
glGetProgramInfoLog, glGetProgramiv, glGetShaderInfoLog, glGetShaderiv,
glGetUniformLocation, glLinkProgram, glPixelStorei, glShaderSource,
glTexBuffer, glTexParameteri, glTexStorage3D, glTexSubImage3D,
glUseProgram, glVertexAttribDivisor, glVertexAttribPointer,
replace_or_create_buffer
)
from .fonts.render import render_cell
from .utils import safe_print
@ -266,27 +267,40 @@ class ShaderProgram:
raise ValueError('Error linking shader program: \n%s' % info.decode('utf-8'))
glDeleteShader(vs_id)
glDeleteShader(frag_id)
self.vao_id = glGenVertexArrays(1)
self.buffers = {}
self.vertex_arrays = {}
def vertex_array(self, name, size=3, dtype=GL_FLOAT, normalized=False, stride=0, offset=0, divisor=0):
return VertexArray(name, size, dtype, normalized, stride, offset, divisor)
def add_vertex_arrays(self, *arrays):
glBindVertexArray(self.vao_id)
vao_id = glGenVertexArrays(1)
self.vertex_arrays[vao_id] = buffers = {}
glBindVertexArray(vao_id)
for x in arrays:
self.buffers[x.name] = buf_id = buffer_manager.create(for_use=GL_ARRAY_BUFFER)
buffers[x.name] = buf_id = buffer_manager.create(for_use=GL_ARRAY_BUFFER)
buffer_manager.bind(buf_id)
aid = self.attribute_location(x.name)
glEnableVertexAttribArray(aid)
glVertexAttribPointer(aid, x.size, x.dtype, x.normalized, x.stride, x.offset)
if x.divisor > 0:
glVertexAttribDivisor(aid, x.divisor)
buffer_manager.unbind(buf_id)
if arrays:
buffer_manager.unbind(buf_id)
glBindVertexArray(0)
return vao_id
def send_vertex_data(self, name, data, usage=GL_STATIC_DRAW):
bufid = self.buffers[name]
def bind_vertex_array(self, vao_id):
glBindVertexArray(vao_id)
def remove_vertex_array(self, vao_id):
buffers = self.vertex_arrays.pop(vao_id, None)
if buffers is not None:
glDeleteVertexArray(vao_id)
for buf_id in buffers.values():
buffer_manager.delete(buf_id)
def send_vertex_data(self, vao_id, name, data, usage=GL_STATIC_DRAW):
bufid = self.vertex_arrays[vao_id][name]
buffer_manager.set_data(bufid, data, usage=usage)
def __hash__(self) -> int:
@ -325,7 +339,6 @@ class ShaderProgram:
def __enter__(self):
glUseProgram(self.program_id)
glBindVertexArray(self.vao_id)
def __exit__(self, *args):
glUseProgram(0)