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
3 changed files with 37 additions and 19 deletions

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)