import ctypes
from typing import Optional
from buffers.glcleanup import delete_buffer
from OpenGL.GL import glDeleteVertexArrays, glGenVertexArrays, glVertexAttribPointer
from OpenGL.raw.GL.VERSION.GL_1_5 import (
GL_ARRAY_BUFFER,
GL_ELEMENT_ARRAY_BUFFER,
glBindBuffer,
)
from OpenGL.raw.GL.VERSION.GL_2_0 import glEnableVertexAttribArray
from OpenGL.raw.GL.VERSION.GL_3_0 import glBindVertexArray
from picogl.buffers.attributes import LayoutDescriptor
[docs]
class ModernVertexArrayGroup(BaseVertexBuffer):
"""
ModernVertexArrayGroup
Modern backend (uses a real VAO)
"""
[docs]
def init(self):
self.vao = glGenVertexArrays(1)
self.nbo = None
self.cbo = None
self.vbo = None
self.ebo = None
self.layout: Optional[LayoutDescriptor] = None
self._configured = False
[docs]
def attach_buffers(self, nbo=None, cbo=None, vbo=None, ebo=None) -> None:
self.nbo = nbo
self.cbo = cbo
self.vbo = vbo
self.ebo = ebo
[docs]
def set_layout(self, layout: LayoutDescriptor) -> None:
"""
set_layout
:param layout: LayoutDescriptor: The layout descriptor to define the vertex attribute format.
:raises: None
Sets the layout for the rendering setup by binding the buffers and configuring the attributes.
The state is stored in the Vertex Array Object (VAO). This method assumes a single Vertex Buffer
Object (VBO) holds all position data but can be adapted as required. Handles optional usage of
Normal Buffer Object (NBO) and Element Buffer Object (EBO) if present.
"""
self.layout = layout
glBindVertexArray(self.vao.handle)
if self.vbo is not None:
glBindBuffer(
GL_ARRAY_BUFFER, getattr(self.vbo.handle, "_id", self.vbo.handle)
)
if self.nbo is not None:
# If you have multiple buffers, bind as needed per attribute
pass # adapt as needed
if self.layout:
for attr in self.layout.attributes:
glEnableVertexAttribArray(attr.index)
glVertexAttribPointer(
attr.index,
attr.size,
attr.type,
attr.normalized,
attr.stride,
ctypes.c_void_p(attr.offset),
)
if self.ebo is not None:
glBindBuffer(
GL_ELEMENT_ARRAY_BUFFER, getattr(self.ebo.handle, "_id", self.ebo)
)
glBindVertexArray(0)
self._configured = True
[docs]
def bind(self) -> None:
glBindVertexArray(self.vao)
[docs]
def unbind(self) -> None:
glBindVertexArray(0)
[docs]
def delete(self) -> None:
if self.vao:
glDeleteVertexArrays([self.vao])
self.vao = 0
delete_buffer(self.nbo)
delete_buffer(self.cbo)
delete_buffer(self.vbo)
delete_buffer(self.ebo)
self.nbo = self.cbo = self.vbo = self.ebo = None
self.layout = None
self._configured = False