Source code for picogl.gpu.buffers.vertex.modern

from typing import Optional

from OpenGL.GL import glDeleteVertexArrays

from picogl.backend.gl.enums import GLBufferTarget
from picogl.backend.gl.wrappers.buffer import gl_bind_buffer
from picogl.backend.gl.wrappers.enable_vertex_array import gl_enable_vertex_array
from picogl.backend.gl.wrappers.generate_vertex_array import gl_generate_vertex_array
from picogl.backend.gl.wrappers.glcleanup import gl_delete_buffers
from picogl.backend.gl.wrappers.vertex_array import gl_bind_vertex_array
from picogl.backend.gl.wrappers.vertex_attrib_pointer import gl_vertex_attrib_pointer
from picogl.gpu.buffers.attributes import LayoutDescriptor
from picogl.gpu.buffers.base import VertexBase


[docs] class ModernVertexArrayGroup(VertexBase): """ ModernVertexArrayGroup Modern backend (uses a real VAO) """
[docs] def init(self): self.vao = gl_generate_vertex_array(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 gl_bind_vertex_array(self.vao.handle) if self.vbo is not None: gl_bind_buffer( GLBufferTarget.ARRAY, 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: gl_enable_vertex_array(attr.index) gl_vertex_attrib_pointer( index=attr.index, size=attr.size, num_type=attr.type, normalized=attr.normalized, stride=attr.stride, offset=attr.offset, ) if self.ebo is not None: gl_bind_buffer( GLBufferTarget.ELEMENT, getattr(self.ebo.handle, "_id", self.ebo) ) gl_bind_vertex_array(0) self._configured = True
[docs] def bind(self) -> None: gl_bind_vertex_array(self.vao)
[docs] def unbind(self) -> None: gl_bind_vertex_array(0)
[docs] def delete(self) -> None: if self.vao: glDeleteVertexArrays([self.vao]) self.vao = 0 gl_delete_buffers(self.nbo) gl_delete_buffers(self.cbo) gl_delete_buffers(self.vbo) gl_delete_buffers(self.ebo) self.nbo = self.cbo = self.vbo = self.ebo = None self.layout = None self._configured = False