Esempio n. 1
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 def render(self, mode: gl.GLuint, instances: int = 1):
     if self.ibo is not None:
         count = self.ibo.size // 4
         gl.glDrawElementsInstanced(mode, count, gl.GL_UNSIGNED_INT, None,
                                    instances)
     else:
         gl.glDrawArraysInstanced(mode, 0, self.num_vertices, instances)
Esempio n. 2
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    def transform(
        self,
        buffer: Buffer,
        mode: gl.GLenum,
        output_mode: gl.GLenum,
        first: int = 0,
        vertices: int = 0,
        instances: int = 1,
        buffer_offset=0,
    ):
        """Run a transform feedback.
        
        :param Buffer buffer: The buffer to write the output
        :param gl.GLenum mode: The input primitive mode
        :param gl.GLenum output:mode: The output primitive mode
        :param int first: Offset start vertex
        :param int vertices: Number of vertices to render
        :param int instances: Number of instances to render
        :param int buffer_offset: Byte offset for the buffer (target)
        """
        if vertices < 0:
            raise ValueError(
                f"Cannot determine the number of vertices: {vertices}")

        if buffer_offset >= buffer.size:
            raise ValueError("buffer_offset at end or past the buffer size")

        gl.glBindVertexArray(self.glo)
        gl.glEnable(gl.GL_RASTERIZER_DISCARD)

        if buffer_offset > 0:
            gl.glBindBufferRange(
                gl.GL_TRANSFORM_FEEDBACK_BUFFER,
                0,
                buffer.glo,
                buffer_offset,
                buffer.size - buffer_offset,
            )
        else:
            gl.glBindBufferBase(gl.GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer.glo)

        gl.glBeginTransformFeedback(output_mode)

        if self._ibo is not None:
            count = self._ibo.size // 4
            # TODO: Support first argument by offsetting pointer (second last arg)
            gl.glDrawElementsInstanced(mode, count, gl.GL_UNSIGNED_INT, None,
                                       instances)
        else:
            # print(f"glDrawArraysInstanced({mode}, {first}, {vertices}, {instances})")
            gl.glDrawArraysInstanced(mode, first, vertices, instances)

        gl.glEndTransformFeedback()
        gl.glDisable(gl.GL_RASTERIZER_DISCARD)
Esempio n. 3
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    def draw(self):
        previous_draw_mode = gl.GLint(0)
        gl.glGetIntegerv(gl.GL_POLYGON_MODE, byref(previous_draw_mode))
        gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE)

        self.shader.use()
        gl.glBindVertexArray(self.array)
        # gl.glDrawElements(gl.GL_TRIANGLES, self.width * self.height * 6, gl.GL_UNSIGNED_INT, None)
        gl.glDrawElementsInstanced(gl.GL_TRIANGLES, Chunk.cells * 6, gl.GL_UNSIGNED_INT, None, self.instances)
        gl.glBindVertexArray(0)
        self.shader.clear()

        gl.glPolygonMode(gl.GL_FRONT_AND_BACK, previous_draw_mode.value)
    def render(
        self, mode: gl.GLenum, first: int = 0, vertices: int = 0, instances: int = 1
    ):
        """Render the VertexArray to the currently active framebuffer.

        :param GLuint mode: Primitive type to render. TRIANGLES, LINES etc.
        :param int first: The first vertex to render from
        :param int vertices: Number of vertices to render
        :param int instances: OpenGL instance, used in using vertices over and over
        """
        gl.glBindVertexArray(self.glo)
        if self._ibo is not None:
            gl.glDrawElementsInstanced(mode, vertices, gl.GL_UNSIGNED_INT, first * 4, instances)
        else:
            gl.glDrawArraysInstanced(mode, first, vertices, instances)
Esempio n. 5
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    def render(
        self, mode: gl.GLenum, first: int = 0, vertices: int = 0, instances: int = 1
    ):
        """Render the VertexArray to the currently active framebuffer.

        :param GLuint mode: Primitive type to render. TRIANGLES, LINES etc.
        :param int first: The first vertex to render from
        :param int vertices: Number of vertices to render
        :param int instances: OpenGL instance, used in using vertices over and over
        """
        gl.glBindVertexArray(self.glo)
        if self._ibo is not None:
            count = self._ibo.size // 4
            # TODO: Support first argument by offsetting pointer (second last arg)
            gl.glDrawElementsInstanced(mode, count, gl.GL_UNSIGNED_INT, None, instances)
        else:
            # print(f"glDrawArraysInstanced({mode}, {first}, {vertices}, {instances})")
            gl.glDrawArraysInstanced(mode, first, vertices, instances)