File: _pyopengl2.py

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"""GL definitions converted to Python by codegen/createglapi.py.

THIS CODE IS AUTO-GENERATED. DO NOT EDIT.

Proxy API for GL ES 2.0 subset, via the PyOpenGL library.

"""

import ctypes
from OpenGL import GL
import OpenGL.GL.framebufferobjects as FBO





def glBindAttribLocation(program, index, name):
    name = name.encode('utf-8')
    return GL.glBindAttribLocation(program, index, name)


def glBufferData(target, data, usage):
    """Data can be numpy array or the size of data to allocate."""
    if isinstance(data, int):
        size = data
        data = None
    else:
        size = data.nbytes
    GL.glBufferData(target, size, data, usage)


def glBufferSubData(target, offset, data):
    size = data.nbytes
    GL.glBufferSubData(target, offset, size, data)


def glCompressedTexImage2D(target, level, internalformat, width, height, border, data):
    # border = 0  # set in args
    size = data.size
    GL.glCompressedTexImage2D(target, level, internalformat, width, height, border, size, data)


def glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, data):
    size = data.size
    GL.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, size, data)


def glDeleteBuffer(buffer):
    GL.glDeleteBuffers(1, [buffer])


def glDeleteFramebuffer(framebuffer):
    FBO.glDeleteFramebuffers(1, [framebuffer])


def glDeleteRenderbuffer(renderbuffer):
    FBO.glDeleteRenderbuffers(1, [renderbuffer])


def glDeleteTexture(texture):
    GL.glDeleteTextures([texture])


def glDrawElements(mode, count, type, offset):
    if offset is None:
        offset = ctypes.c_void_p(0)
    elif isinstance(offset, (int, ctypes.c_int)):
        offset = ctypes.c_void_p(int(offset))
    return GL.glDrawElements(mode, count, type, offset)


def glCreateBuffer():
    return GL.glGenBuffers(1)


def glCreateFramebuffer():
    return FBO.glGenFramebuffers(1)


def glCreateRenderbuffer():
    return FBO.glGenRenderbuffers(1)


def glCreateTexture():
    return GL.glGenTextures(1)


def glGetActiveAttrib(program, index):
    bufsize = 256
    name, size, type = GL.glGetActiveAttrib(program, index, bufSize=bufsize)
    return name.decode('utf-8'), size, type


def glGetActiveUniform(program, index):
    name, size, type = GL.glGetActiveUniform(program, index)
    return name.decode('utf-8'), size, type


def glGetAttribLocation(program, name):
    name = name.encode('utf-8')
    return GL.glGetAttribLocation(program, name)


def glGetFramebufferAttachmentParameter(target, attachment, pname):
    d = -2**31  # smallest 32bit integer
    params = (ctypes.c_int*1)(d)
    FBO.glGetFramebufferAttachmentParameteriv(target, attachment, pname, params)
    return params[0]


def glGetProgramInfoLog(program):
    res = GL.glGetProgramInfoLog(program)
    return res.decode('utf-8') if isinstance(res, bytes) else res


def glGetRenderbufferParameter(target, pname):
    d = -2**31  # smallest 32bit integer
    params = (ctypes.c_int*1)(d)
    FBO.glGetRenderbufferParameteriv(target, pname, params)
    return params[0]


def glGetShaderInfoLog(shader):
    res = GL.glGetShaderInfoLog(shader)
    return res.decode('utf-8') if isinstance(res, bytes) else res


def glGetShaderSource(shader):
    res = GL.glGetShaderSource(shader)
    return res.decode('utf-8')


def glGetParameter(pname):
    if pname in [33902, 33901, 32773, 3106, 2931, 2928,
                 2849, 32824, 10752, 32938]:
        # GL_ALIASED_LINE_WIDTH_RANGE GL_ALIASED_POINT_SIZE_RANGE
        # GL_BLEND_COLOR GL_COLOR_CLEAR_VALUE GL_DEPTH_CLEAR_VALUE
        # GL_DEPTH_RANGE GL_LINE_WIDTH GL_POLYGON_OFFSET_FACTOR
        # GL_POLYGON_OFFSET_UNITS GL_SAMPLE_COVERAGE_VALUE
        return GL.glGetFloatv(pname)
    elif pname in [7936, 7937, 7938, 35724, 7939]:
        # GL_VENDOR, GL_RENDERER, GL_VERSION, GL_SHADING_LANGUAGE_VERSION,
        # GL_EXTENSIONS are strings
        pass  # string handled below
    else:
        return GL.glGetIntegerv(pname)
    res = GL.glGetString(pname)
    return res.decode('utf-8')


def glGetUniform(program, location):
    n = 16
    d = float('Inf')
    params = (ctypes.c_float*n)(*[d for i in range(n)])
    GL.glGetUniformfv(program, location, params)
    params = [p for p in params if p!=d]
    if len(params) == 1:
        return params[0]
    else:
        return tuple(params)


def glGetUniformLocation(program, name):
    name = name.encode('utf-8')
    return GL.glGetUniformLocation(program, name)


def glGetVertexAttrib(index, pname):
    # From PyOpenGL v3.1.0 the glGetVertexAttribfv(index, pname) does
    # work, but it always returns 4 values, with zeros in the empty
    # spaces. We have no way to tell whether they are empty or genuine
    # zeros. Fortunately, pyopengl also supports the old syntax.
    n = 4
    d = float('Inf')
    params = (ctypes.c_float*n)(*[d for i in range(n)])
    GL.glGetVertexAttribfv(index, pname, params)
    params = [p for p in params if p!=d]
    if len(params) == 1:
        return params[0]
    else:
        return tuple(params)


def glGetVertexAttribOffset(index, pname):
    try:  # maybe the fixed it
        return GL.glGetVertexAttribPointerv(index, pname)
    except TypeError:
        pointer = (ctypes.c_void_p*1)()
        GL.glGetVertexAttribPointerv(index, pname, pointer)
        return pointer[0] or 0


def glShaderSource(shader, source):
    # Some implementation do not like getting a list of single chars
    if isinstance(source, (tuple, list)):
        strings = [s for s in source]
    else:
        strings = [source]
    GL.glShaderSource(shader, strings)


def glTexImage2D(target, level, internalformat, format, type, pixels):
    border = 0
    if isinstance(pixels, (tuple, list)):
        height, width = pixels
        pixels = None
    else:
        height, width = pixels.shape[:2]
    GL.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels)


def glTexSubImage2D(target, level, xoffset, yoffset, format, type, pixels):
    height, width = pixels.shape[:2]
    GL.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels)


def glVertexAttribPointer(indx, size, type, normalized, stride, offset):
    if offset is None:
        offset = ctypes.c_void_p(0)
    elif isinstance(offset, (int, ctypes.c_int)):
        offset = ctypes.c_void_p(int(offset))
    return GL.glVertexAttribPointer(indx, size, type, normalized, stride, offset)


# List of functions that we should import from OpenGL.GL
_functions_to_import = [
    ("glActiveTexture", "glActiveTexture"),
    ("glAttachShader", "glAttachShader"),
    ("glBindBuffer", "glBindBuffer"),
    ("glBindFramebuffer", "glBindFramebuffer"),
    ("glBindRenderbuffer", "glBindRenderbuffer"),
    ("glBindTexture", "glBindTexture"),
    ("glBlendColor", "glBlendColor"),
    ("glBlendEquation", "glBlendEquation"),
    ("glBlendEquationSeparate", "glBlendEquationSeparate"),
    ("glBlendFunc", "glBlendFunc"),
    ("glBlendFuncSeparate", "glBlendFuncSeparate"),
    ("glCheckFramebufferStatus", "glCheckFramebufferStatus"),
    ("glClear", "glClear"),
    ("glClearColor", "glClearColor"),
    ("glClearDepthf", "glClearDepth"),
    ("glClearStencil", "glClearStencil"),
    ("glColorMask", "glColorMask"),
    ("glCompileShader", "glCompileShader"),
    ("glCopyTexImage2D", "glCopyTexImage2D"),
    ("glCopyTexSubImage2D", "glCopyTexSubImage2D"),
    ("glCreateProgram", "glCreateProgram"),
    ("glCreateShader", "glCreateShader"),
    ("glCullFace", "glCullFace"),
    ("glDeleteProgram", "glDeleteProgram"),
    ("glDeleteShader", "glDeleteShader"),
    ("glDepthFunc", "glDepthFunc"),
    ("glDepthMask", "glDepthMask"),
    ("glDepthRangef", "glDepthRange"),
    ("glDetachShader", "glDetachShader"),
    ("glDisable", "glDisable"),
    ("glDisableVertexAttribArray", "glDisableVertexAttribArray"),
    ("glDrawArrays", "glDrawArrays"),
    ("glEnable", "glEnable"),
    ("glEnableVertexAttribArray", "glEnableVertexAttribArray"),
    ("glFinish", "glFinish"),
    ("glFlush", "glFlush"),
    ("glFramebufferRenderbuffer", "glFramebufferRenderbuffer"),
    ("glFramebufferTexture2D", "glFramebufferTexture2D"),
    ("glFrontFace", "glFrontFace"),
    ("glGenerateMipmap", "glGenerateMipmap"),
    ("glGetAttachedShaders", "glGetAttachedShaders"),
    ("glGetBooleanv", "_glGetBooleanv"),
    ("glGetBufferParameteriv", "glGetBufferParameter"),
    ("glGetError", "glGetError"),
    ("glGetFloatv", "_glGetFloatv"),
    ("glGetIntegerv", "_glGetIntegerv"),
    ("glGetProgramiv", "glGetProgramParameter"),
    ("glGetShaderPrecisionFormat", "glGetShaderPrecisionFormat"),
    ("glGetShaderiv", "glGetShaderParameter"),
    ("glGetTexParameterfv", "glGetTexParameter"),
    ("glHint", "glHint"),
    ("glIsBuffer", "glIsBuffer"),
    ("glIsEnabled", "glIsEnabled"),
    ("glIsFramebuffer", "glIsFramebuffer"),
    ("glIsProgram", "glIsProgram"),
    ("glIsRenderbuffer", "glIsRenderbuffer"),
    ("glIsShader", "glIsShader"),
    ("glIsTexture", "glIsTexture"),
    ("glLineWidth", "glLineWidth"),
    ("glLinkProgram", "glLinkProgram"),
    ("glPixelStorei", "glPixelStorei"),
    ("glPolygonOffset", "glPolygonOffset"),
    ("glReadPixels", "glReadPixels"),
    ("glRenderbufferStorage", "glRenderbufferStorage"),
    ("glSampleCoverage", "glSampleCoverage"),
    ("glScissor", "glScissor"),
    ("glStencilFunc", "glStencilFunc"),
    ("glStencilFuncSeparate", "glStencilFuncSeparate"),
    ("glStencilMask", "glStencilMask"),
    ("glStencilMaskSeparate", "glStencilMaskSeparate"),
    ("glStencilOp", "glStencilOp"),
    ("glStencilOpSeparate", "glStencilOpSeparate"),
    ("glTexParameterf", "glTexParameterf"),
    ("glTexParameteri", "glTexParameteri"),
    ("glUniform1f", "glUniform1f"),
    ("glUniform2f", "glUniform2f"),
    ("glUniform3f", "glUniform3f"),
    ("glUniform4f", "glUniform4f"),
    ("glUniform1i", "glUniform1i"),
    ("glUniform2i", "glUniform2i"),
    ("glUniform3i", "glUniform3i"),
    ("glUniform4i", "glUniform4i"),
    ("glUniform1fv", "glUniform1fv"),
    ("glUniform2fv", "glUniform2fv"),
    ("glUniform3fv", "glUniform3fv"),
    ("glUniform4fv", "glUniform4fv"),
    ("glUniform1iv", "glUniform1iv"),
    ("glUniform2iv", "glUniform2iv"),
    ("glUniform3iv", "glUniform3iv"),
    ("glUniform4iv", "glUniform4iv"),
    ("glUniformMatrix2fv", "glUniformMatrix2fv"),
    ("glUniformMatrix3fv", "glUniformMatrix3fv"),
    ("glUniformMatrix4fv", "glUniformMatrix4fv"),
    ("glUseProgram", "glUseProgram"),
    ("glValidateProgram", "glValidateProgram"),
    ("glVertexAttrib1f", "glVertexAttrib1f"),
    ("glVertexAttrib2f", "glVertexAttrib2f"),
    ("glVertexAttrib3f", "glVertexAttrib3f"),
    ("glVertexAttrib4f", "glVertexAttrib4f"),
    ("glViewport", "glViewport"),
    ]

# List of functions in OpenGL.GL that we use
_used_functions = [
    "glBindAttribLocation",
    "glBufferData",
    "glBufferSubData",
    "glCompressedTexImage2D",
    "glCompressedTexSubImage2D",
    "glDeleteBuffers",
    "glDeleteFramebuffers",
    "glDeleteRenderbuffers",
    "glDeleteTextures",
    "glDrawElements",
    "glGenBuffers",
    "glGenFramebuffers",
    "glGenRenderbuffers",
    "glGenTextures",
    "glGetActiveAttrib",
    "glGetActiveUniform",
    "glGetAttribLocation",
    "glGetFramebufferAttachmentParameteriv",
    "glGetProgramInfoLog",
    "glGetRenderbufferParameteriv",
    "glGetShaderInfoLog",
    "glGetShaderSource",
    "glGetString",
    "glGetUniformfv",
    "glGetUniformLocation",
    "glGetVertexAttribfv",
    "glGetVertexAttribPointerv",
    "glShaderSource",
    "glTexImage2D",
    "glTexSubImage2D",
    "glVertexAttribPointer",
    ]