Source code for picogl.buffers.vertex.modern

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