def glRenderMode(newMode): """Change to the given rendering mode If the current mode is GL_FEEDBACK or GL_SELECT, return the current buffer appropriate to the mode """ # must get the current mode to determine operation... from OpenGL.GL import glGetIntegerv from OpenGL.GL import selection, feedback currentMode = glGetIntegerv(simple.GL_RENDER_MODE) try: currentMode = currentMode[0] except (TypeError, ValueError, IndexError) as err: pass if currentMode in (simple.GL_RENDER, 0): # no array needs to be returned... return simple.glRenderMode(newMode) result = simple.glRenderMode(newMode) # result is now an integer telling us how many elements were copied... if result < 0: if currentMode == simple.GL_SELECT: raise error.GLError( simple.GL_STACK_OVERFLOW, "glSelectBuffer too small to hold selection results", ) elif currentMode == simple.GL_FEEDBACK: raise error.GLError( simple.GL_STACK_OVERFLOW, "glFeedbackBuffer too small to hold selection results", ) else: raise error.GLError( simple.GL_STACK_OVERFLOW, "Unknown glRenderMode buffer (%s) too small to hold selection results" % (currentMode, ), ) # Okay, now that the easy cases are out of the way... # Do we have a pre-stored pointer about which the user already knows? context = platform.GetCurrentContext() if context == 0: raise error.Error( """Returning from glRenderMode without a valid context!""") arrayConstant, wrapperFunction = { simple.GL_FEEDBACK: (simple.GL_FEEDBACK_BUFFER_POINTER, feedback.parseFeedback), simple.GL_SELECT: (simple.GL_SELECTION_BUFFER_POINTER, selection.GLSelectRecord.fromArray), }[currentMode] current = contextdata.getValue(arrayConstant) # XXX check to see if it's the *same* array we set currently! if current is None: current = glGetPointerv(arrayConstant) # XXX now, can turn the array into the appropriate wrapper type... if wrapperFunction: current = wrapperFunction(current, result) return current
def getContext(context=None): """Get the context (if passed, just return) context -- the context ID, if None, the current context """ if context is None: context = platform.GetCurrentContext() if context == 0: from OpenGL import error raise error.Error( """Attempt to retrieve context when no valid context""") return context
simple.GL_STACK_OVERFLOW, "glFeedbackBuffer too small to hold selection results", ) else: raise error.GLError( simple.GL_STACK_OVERFLOW, "Unknown glRenderMode buffer (%s) too small to hold selection results"%( currentMode, ), ) # Okay, now that the easy cases are out of the way... # Do we have a pre-stored pointer about which the user already knows? context = platform.GetCurrentContext() if context == 0: raise error.Error( """Returning from glRenderMode without a valid context!""" ) arrayConstant, wrapperFunction = { simple.GL_FEEDBACK: (simple.GL_FEEDBACK_BUFFER_POINTER,feedback.parseFeedback), simple.GL_SELECT: (simple.GL_SELECTION_BUFFER_POINTER, selection.GLSelectRecord.fromArray), }[ currentMode ] current = contextdata.getValue( arrayConstant ) # XXX check to see if it's the *same* array we set currently! if current is None: current = glGetPointerv( arrayConstant ) # XXX now, can turn the array into the appropriate wrapper type... if wrapperFunction: current = wrapperFunction( current, result ) return current # XXX this belongs in the GL module, not here!