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"""GL definitions converted to Python by codegen/createglapi.py.
THIS CODE IS AUTO-GENERATED. DO NOT EDIT.
GL ES 2.0 API (via Angle/DirectX on Windows)
"""
import ctypes
from .es2 import _lib
_lib.glActiveTexture.argtypes = ctypes.c_uint,
# void = glActiveTexture(GLenum texture)
def glActiveTexture(texture):
_lib.glActiveTexture(texture)
_lib.glAttachShader.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glAttachShader(GLuint program, GLuint shader)
def glAttachShader(program, shader):
_lib.glAttachShader(program, shader)
_lib.glBindAttribLocation.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_char_p,
# void = glBindAttribLocation(GLuint program, GLuint index, GLchar* name)
def glBindAttribLocation(program, index, name):
name = ctypes.c_char_p(name.encode('utf-8'))
res = _lib.glBindAttribLocation(program, index, name)
_lib.glBindBuffer.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glBindBuffer(GLenum target, GLuint buffer)
def glBindBuffer(target, buffer):
_lib.glBindBuffer(target, buffer)
_lib.glBindFramebuffer.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glBindFramebuffer(GLenum target, GLuint framebuffer)
def glBindFramebuffer(target, framebuffer):
_lib.glBindFramebuffer(target, framebuffer)
_lib.glBindRenderbuffer.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glBindRenderbuffer(GLenum target, GLuint renderbuffer)
def glBindRenderbuffer(target, renderbuffer):
_lib.glBindRenderbuffer(target, renderbuffer)
_lib.glBindTexture.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glBindTexture(GLenum target, GLuint texture)
def glBindTexture(target, texture):
_lib.glBindTexture(target, texture)
_lib.glBlendColor.argtypes = ctypes.c_float, ctypes.c_float, ctypes.c_float, ctypes.c_float,
# void = glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
def glBlendColor(red, green, blue, alpha):
_lib.glBlendColor(red, green, blue, alpha)
_lib.glBlendEquation.argtypes = ctypes.c_uint,
# void = glBlendEquation(GLenum mode)
def glBlendEquation(mode):
_lib.glBlendEquation(mode)
_lib.glBlendEquationSeparate.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
def glBlendEquationSeparate(modeRGB, modeAlpha):
_lib.glBlendEquationSeparate(modeRGB, modeAlpha)
_lib.glBlendFunc.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glBlendFunc(GLenum sfactor, GLenum dfactor)
def glBlendFunc(sfactor, dfactor):
_lib.glBlendFunc(sfactor, dfactor)
_lib.glBlendFuncSeparate.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_uint, ctypes.c_uint,
# void = glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
def glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha):
_lib.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha)
_lib.glBufferData.argtypes = ctypes.c_uint, ctypes.c_ssize_t, ctypes.c_void_p, ctypes.c_uint,
# void = glBufferData(GLenum target, GLsizeiptr size, GLvoid* data, GLenum usage)
def glBufferData(target, data, usage):
"""Data can be numpy array or the size of data to allocate."""
if isinstance(data, int):
size = data
data = ctypes.c_voidp(0)
else:
if not data.flags['C_CONTIGUOUS'] or not data.flags['ALIGNED']:
data = data.copy('C')
data_ = data
size = data_.nbytes
data = data_.ctypes.data
res = _lib.glBufferData(target, size, data, usage)
_lib.glBufferSubData.argtypes = ctypes.c_uint, ctypes.c_ssize_t, ctypes.c_ssize_t, ctypes.c_void_p,
# void = glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data)
def glBufferSubData(target, offset, data):
if not data.flags['C_CONTIGUOUS']:
data = data.copy('C')
data_ = data
size = data_.nbytes
data = data_.ctypes.data
res = _lib.glBufferSubData(target, offset, size, data)
_lib.glCheckFramebufferStatus.argtypes = ctypes.c_uint,
_lib.glCheckFramebufferStatus.restype = ctypes.c_uint
# GLenum = glCheckFramebufferStatus(GLenum target)
def glCheckFramebufferStatus(target):
return _lib.glCheckFramebufferStatus(target)
_lib.glClear.argtypes = ctypes.c_uint,
# void = glClear(GLbitfield mask)
def glClear(mask):
_lib.glClear(mask)
_lib.glClearColor.argtypes = ctypes.c_float, ctypes.c_float, ctypes.c_float, ctypes.c_float,
# void = glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
def glClearColor(red, green, blue, alpha):
_lib.glClearColor(red, green, blue, alpha)
_lib.glClearDepthf.argtypes = ctypes.c_float,
# void = glClearDepthf(GLclampf depth)
def glClearDepth(depth):
_lib.glClearDepthf(depth)
_lib.glClearStencil.argtypes = ctypes.c_int,
# void = glClearStencil(GLint s)
def glClearStencil(s):
_lib.glClearStencil(s)
_lib.glColorMask.argtypes = ctypes.c_bool, ctypes.c_bool, ctypes.c_bool, ctypes.c_bool,
# void = glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
def glColorMask(red, green, blue, alpha):
_lib.glColorMask(red, green, blue, alpha)
_lib.glCompileShader.argtypes = ctypes.c_uint,
# void = glCompileShader(GLuint shader)
def glCompileShader(shader):
_lib.glCompileShader(shader)
_lib.glCompressedTexImage2D.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_uint, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_void_p,
# void = glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, GLvoid* data)
def glCompressedTexImage2D(target, level, internalformat, width, height, border, data):
# border = 0 # set in args
if not data.flags['C_CONTIGUOUS']:
data = data.copy('C')
data_ = data
size = data_.size
data = data_.ctypes.data
res = _lib.glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data)
_lib.glCompressedTexSubImage2D.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_uint, ctypes.c_int, ctypes.c_void_p,
# void = glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLvoid* data)
def glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, data):
if not data.flags['C_CONTIGUOUS']:
data = data.copy('C')
data_ = data
size = data_.size
data = data_.ctypes.data
res = _lib.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data)
_lib.glCopyTexImage2D.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_uint, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int,
# void = glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
def glCopyTexImage2D(target, level, internalformat, x, y, width, height, border):
_lib.glCopyTexImage2D(target, level, internalformat, x, y, width, height, border)
_lib.glCopyTexSubImage2D.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int,
# void = glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
def glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height):
_lib.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height)
_lib.glCreateProgram.argtypes = ()
_lib.glCreateProgram.restype = ctypes.c_uint
# GLuint = glCreateProgram()
def glCreateProgram():
return _lib.glCreateProgram()
_lib.glCreateShader.argtypes = ctypes.c_uint,
_lib.glCreateShader.restype = ctypes.c_uint
# GLuint = glCreateShader(GLenum type)
def glCreateShader(type):
return _lib.glCreateShader(type)
_lib.glCullFace.argtypes = ctypes.c_uint,
# void = glCullFace(GLenum mode)
def glCullFace(mode):
_lib.glCullFace(mode)
_lib.glDeleteBuffers.argtypes = ctypes.c_int, ctypes.POINTER(ctypes.c_uint),
# void = glDeleteBuffers(GLsizei n, GLuint* buffers)
def glDeleteBuffer(buffer):
n = 1
buffers = (ctypes.c_uint*n)(buffer)
res = _lib.glDeleteBuffers(n, buffers)
_lib.glDeleteFramebuffers.argtypes = ctypes.c_int, ctypes.POINTER(ctypes.c_uint),
# void = glDeleteFramebuffers(GLsizei n, GLuint* framebuffers)
def glDeleteFramebuffer(framebuffer):
n = 1
framebuffers = (ctypes.c_uint*n)(framebuffer)
res = _lib.glDeleteFramebuffers(n, framebuffers)
_lib.glDeleteProgram.argtypes = ctypes.c_uint,
# void = glDeleteProgram(GLuint program)
def glDeleteProgram(program):
_lib.glDeleteProgram(program)
_lib.glDeleteRenderbuffers.argtypes = ctypes.c_int, ctypes.POINTER(ctypes.c_uint),
# void = glDeleteRenderbuffers(GLsizei n, GLuint* renderbuffers)
def glDeleteRenderbuffer(renderbuffer):
n = 1
renderbuffers = (ctypes.c_uint*n)(renderbuffer)
res = _lib.glDeleteRenderbuffers(n, renderbuffers)
_lib.glDeleteShader.argtypes = ctypes.c_uint,
# void = glDeleteShader(GLuint shader)
def glDeleteShader(shader):
_lib.glDeleteShader(shader)
_lib.glDeleteTextures.argtypes = ctypes.c_int, ctypes.POINTER(ctypes.c_uint),
# void = glDeleteTextures(GLsizei n, GLuint* textures)
def glDeleteTexture(texture):
n = 1
textures = (ctypes.c_uint*n)(texture)
res = _lib.glDeleteTextures(n, textures)
_lib.glDepthFunc.argtypes = ctypes.c_uint,
# void = glDepthFunc(GLenum func)
def glDepthFunc(func):
_lib.glDepthFunc(func)
_lib.glDepthMask.argtypes = ctypes.c_bool,
# void = glDepthMask(GLboolean flag)
def glDepthMask(flag):
_lib.glDepthMask(flag)
_lib.glDepthRangef.argtypes = ctypes.c_float, ctypes.c_float,
# void = glDepthRangef(GLclampf zNear, GLclampf zFar)
def glDepthRange(zNear, zFar):
_lib.glDepthRangef(zNear, zFar)
_lib.glDetachShader.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glDetachShader(GLuint program, GLuint shader)
def glDetachShader(program, shader):
_lib.glDetachShader(program, shader)
_lib.glDisable.argtypes = ctypes.c_uint,
# void = glDisable(GLenum cap)
def glDisable(cap):
_lib.glDisable(cap)
_lib.glDisableVertexAttribArray.argtypes = ctypes.c_uint,
# void = glDisableVertexAttribArray(GLuint index)
def glDisableVertexAttribArray(index):
_lib.glDisableVertexAttribArray(index)
_lib.glDrawArrays.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_int,
# void = glDrawArrays(GLenum mode, GLint first, GLsizei count)
def glDrawArrays(mode, first, count):
_lib.glDrawArrays(mode, first, count)
_lib.glDrawElements.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_uint, ctypes.c_void_p,
# void = glDrawElements(GLenum mode, GLsizei count, GLenum type, GLvoid* indices)
def glDrawElements(mode, count, type, offset):
if offset is None:
offset = ctypes.c_void_p(0)
elif isinstance(offset, ctypes.c_void_p):
pass
elif isinstance(offset, (int, ctypes.c_int)):
offset = ctypes.c_void_p(int(offset))
else:
if not offset.flags['C_CONTIGUOUS']:
offset = offset.copy('C')
offset_ = offset
offset = offset.ctypes.data
indices = offset
res = _lib.glDrawElements(mode, count, type, indices)
_lib.glEnable.argtypes = ctypes.c_uint,
# void = glEnable(GLenum cap)
def glEnable(cap):
_lib.glEnable(cap)
_lib.glEnableVertexAttribArray.argtypes = ctypes.c_uint,
# void = glEnableVertexAttribArray(GLuint index)
def glEnableVertexAttribArray(index):
_lib.glEnableVertexAttribArray(index)
_lib.glFinish.argtypes = ()
# void = glFinish()
def glFinish():
_lib.glFinish()
_lib.glFlush.argtypes = ()
# void = glFlush()
def glFlush():
_lib.glFlush()
_lib.glFramebufferRenderbuffer.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_uint, ctypes.c_uint,
# void = glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
def glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer):
_lib.glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer)
_lib.glFramebufferTexture2D.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_uint, ctypes.c_uint, ctypes.c_int,
# void = glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
def glFramebufferTexture2D(target, attachment, textarget, texture, level):
_lib.glFramebufferTexture2D(target, attachment, textarget, texture, level)
_lib.glFrontFace.argtypes = ctypes.c_uint,
# void = glFrontFace(GLenum mode)
def glFrontFace(mode):
_lib.glFrontFace(mode)
_lib.glGenBuffers.argtypes = ctypes.c_int, ctypes.POINTER(ctypes.c_uint),
# void = glGenBuffers(GLsizei n, GLuint* buffers)
def glCreateBuffer():
n = 1
buffers = (ctypes.c_uint*n)()
res = _lib.glGenBuffers(n, buffers)
return buffers[0]
_lib.glGenFramebuffers.argtypes = ctypes.c_int, ctypes.POINTER(ctypes.c_uint),
# void = glGenFramebuffers(GLsizei n, GLuint* framebuffers)
def glCreateFramebuffer():
n = 1
framebuffers = (ctypes.c_uint*n)()
res = _lib.glGenFramebuffers(n, framebuffers)
return framebuffers[0]
_lib.glGenRenderbuffers.argtypes = ctypes.c_int, ctypes.POINTER(ctypes.c_uint),
# void = glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
def glCreateRenderbuffer():
n = 1
renderbuffers = (ctypes.c_uint*n)()
res = _lib.glGenRenderbuffers(n, renderbuffers)
return renderbuffers[0]
_lib.glGenTextures.argtypes = ctypes.c_int, ctypes.POINTER(ctypes.c_uint),
# void = glGenTextures(GLsizei n, GLuint* textures)
def glCreateTexture():
n = 1
textures = (ctypes.c_uint*n)()
res = _lib.glGenTextures(n, textures)
return textures[0]
_lib.glGenerateMipmap.argtypes = ctypes.c_uint,
# void = glGenerateMipmap(GLenum target)
def glGenerateMipmap(target):
_lib.glGenerateMipmap(target)
_lib.glGetActiveAttrib.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_int, ctypes.POINTER(ctypes.c_int), ctypes.POINTER(ctypes.c_int), ctypes.POINTER(ctypes.c_uint), ctypes.c_char_p,
# void = glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
def glGetActiveAttrib(program, index):
bufsize = 256
length = (ctypes.c_int*1)()
size = (ctypes.c_int*1)()
type = (ctypes.c_uint*1)()
name = ctypes.create_string_buffer(bufsize)
res = _lib.glGetActiveAttrib(program, index, bufsize, length, size, type, name)
name = name[:length[0]].decode('utf-8')
return name, size[0], type[0]
_lib.glGetActiveUniform.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_int, ctypes.POINTER(ctypes.c_int), ctypes.POINTER(ctypes.c_int), ctypes.POINTER(ctypes.c_uint), ctypes.c_char_p,
# void = glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
def glGetActiveUniform(program, index):
bufsize = 256
length = (ctypes.c_int*1)()
size = (ctypes.c_int*1)()
type = (ctypes.c_uint*1)()
name = ctypes.create_string_buffer(bufsize)
res = _lib.glGetActiveUniform(program, index, bufsize, length, size, type, name)
name = name[:length[0]].decode('utf-8')
return name, size[0], type[0]
_lib.glGetAttachedShaders.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.POINTER(ctypes.c_int), ctypes.POINTER(ctypes.c_uint),
# void = glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
def glGetAttachedShaders(program):
maxcount = 256
count = (ctypes.c_int*1)()
shaders = (ctypes.c_uint*maxcount)()
res = _lib.glGetAttachedShaders(program, maxcount, count, shaders)
return tuple(shaders[:count[0]])
_lib.glGetAttribLocation.argtypes = ctypes.c_uint, ctypes.c_char_p,
_lib.glGetAttribLocation.restype = ctypes.c_int
# GLint = glGetAttribLocation(GLuint program, GLchar* name)
def glGetAttribLocation(program, name):
name = ctypes.c_char_p(name.encode('utf-8'))
res = _lib.glGetAttribLocation(program, name)
return res
_lib.glGetBooleanv.argtypes = ctypes.c_uint, ctypes.POINTER(ctypes.c_bool),
# void = glGetBooleanv(GLenum pname, GLboolean* params)
def _glGetBooleanv(pname):
params = (ctypes.c_bool*1)()
res = _lib.glGetBooleanv(pname, params)
return params[0]
_lib.glGetBufferParameteriv.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_int),
# void = glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
def glGetBufferParameter(target, pname):
d = -2**31 # smallest 32bit integer
params = (ctypes.c_int*1)(d)
res = _lib.glGetBufferParameteriv(target, pname, params)
return params[0]
_lib.glGetError.argtypes = ()
_lib.glGetError.restype = ctypes.c_uint
# GLenum = glGetError()
def glGetError():
return _lib.glGetError()
_lib.glGetFloatv.argtypes = ctypes.c_uint, ctypes.POINTER(ctypes.c_float),
# void = glGetFloatv(GLenum pname, GLfloat* params)
def _glGetFloatv(pname):
n = 16
d = float('Inf')
params = (ctypes.c_float*n)(*[d for i in range(n)])
res = _lib.glGetFloatv(pname, params)
params = [p for p in params if p!=d]
if len(params) == 1:
return params[0]
else:
return tuple(params)
_lib.glGetFramebufferAttachmentParameteriv.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_int),
# void = glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
def glGetFramebufferAttachmentParameter(target, attachment, pname):
d = -2**31 # smallest 32bit integer
params = (ctypes.c_int*1)(d)
res = _lib.glGetFramebufferAttachmentParameteriv(target, attachment, pname, params)
return params[0]
_lib.glGetIntegerv.argtypes = ctypes.c_uint, ctypes.POINTER(ctypes.c_int),
# void = glGetIntegerv(GLenum pname, GLint* params)
def _glGetIntegerv(pname):
n = 16
d = -2**31 # smallest 32bit integer
params = (ctypes.c_int*n)(*[d for i in range(n)])
res = _lib.glGetIntegerv(pname, params)
params = [p for p in params if p!=d]
if len(params) == 1:
return params[0]
else:
return tuple(params)
_lib.glGetProgramInfoLog.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.POINTER(ctypes.c_int), ctypes.c_char_p,
# void = glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
def glGetProgramInfoLog(program):
bufsize = 1024
length = (ctypes.c_int*1)()
infolog = ctypes.create_string_buffer(bufsize)
res = _lib.glGetProgramInfoLog(program, bufsize, length, infolog)
return infolog[:length[0]].decode('utf-8')
_lib.glGetProgramiv.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_int),
# void = glGetProgramiv(GLuint program, GLenum pname, GLint* params)
def glGetProgramParameter(program, pname):
params = (ctypes.c_int*1)()
res = _lib.glGetProgramiv(program, pname, params)
return params[0]
_lib.glGetRenderbufferParameteriv.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_int),
# void = glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
def glGetRenderbufferParameter(target, pname):
d = -2**31 # smallest 32bit integer
params = (ctypes.c_int*1)(d)
res = _lib.glGetRenderbufferParameteriv(target, pname, params)
return params[0]
_lib.glGetShaderInfoLog.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.POINTER(ctypes.c_int), ctypes.c_char_p,
# void = glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
def glGetShaderInfoLog(shader):
bufsize = 1024
length = (ctypes.c_int*1)()
infolog = ctypes.create_string_buffer(bufsize)
res = _lib.glGetShaderInfoLog(shader, bufsize, length, infolog)
return infolog[:length[0]].decode('utf-8')
_lib.glGetShaderPrecisionFormat.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_int), ctypes.POINTER(ctypes.c_int),
# void = glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
def glGetShaderPrecisionFormat(shadertype, precisiontype):
range = (ctypes.c_int*1)()
precision = (ctypes.c_int*1)()
res = _lib.glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision)
return range[0], precision[0]
_lib.glGetShaderSource.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.POINTER(ctypes.c_int), ctypes.c_char_p,
# void = glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
def glGetShaderSource(shader):
bufsize = 1024*1024
length = (ctypes.c_int*1)()
source = (ctypes.c_char*bufsize)()
res = _lib.glGetShaderSource(shader, bufsize, length, source)
return source.value[:length[0]].decode('utf-8')
_lib.glGetShaderiv.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_int),
# void = glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
def glGetShaderParameter(shader, pname):
params = (ctypes.c_int*1)()
res = _lib.glGetShaderiv(shader, pname, params)
return params[0]
_lib.glGetString.argtypes = ctypes.c_uint,
_lib.glGetString.restype = ctypes.c_char_p
# GLubyte* = glGetString(GLenum name)
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 _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 _glGetIntegerv(pname)
name = pname
res = _lib.glGetString(name)
return ctypes.string_at(res).decode('utf-8') if res else ''
_lib.glGetTexParameterfv.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_float),
# void = glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
def glGetTexParameter(target, pname):
d = float('Inf')
params = (ctypes.c_float*1)(d)
res = _lib.glGetTexParameterfv(target, pname, params)
return params[0]
_lib.glGetUniformfv.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.POINTER(ctypes.c_float),
# void = glGetUniformfv(GLuint program, GLint location, GLfloat* params)
def glGetUniform(program, location):
n = 16
d = float('Inf')
params = (ctypes.c_float*n)(*[d for i in range(n)])
res = _lib.glGetUniformfv(program, location, params)
params = [p for p in params if p!=d]
if len(params) == 1:
return params[0]
else:
return tuple(params)
_lib.glGetUniformLocation.argtypes = ctypes.c_uint, ctypes.c_char_p,
_lib.glGetUniformLocation.restype = ctypes.c_int
# GLint = glGetUniformLocation(GLuint program, GLchar* name)
def glGetUniformLocation(program, name):
name = ctypes.c_char_p(name.encode('utf-8'))
res = _lib.glGetUniformLocation(program, name)
return res
_lib.glGetVertexAttribfv.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_float),
# void = glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
def glGetVertexAttrib(index, pname):
n = 4
d = float('Inf')
params = (ctypes.c_float*n)(*[d for i in range(n)])
res = _lib.glGetVertexAttribfv(index, pname, params)
params = [p for p in params if p!=d]
if len(params) == 1:
return params[0]
else:
return tuple(params)
_lib.glGetVertexAttribPointerv.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.POINTER(ctypes.c_void_p),
# void = glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
def glGetVertexAttribOffset(index, pname):
pointer = (ctypes.c_void_p*1)()
res = _lib.glGetVertexAttribPointerv(index, pname, pointer)
return pointer[0] or 0
_lib.glHint.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glHint(GLenum target, GLenum mode)
def glHint(target, mode):
_lib.glHint(target, mode)
_lib.glIsBuffer.argtypes = ctypes.c_uint,
_lib.glIsBuffer.restype = ctypes.c_bool
# GLboolean = glIsBuffer(GLuint buffer)
def glIsBuffer(buffer):
return _lib.glIsBuffer(buffer)
_lib.glIsEnabled.argtypes = ctypes.c_uint,
_lib.glIsEnabled.restype = ctypes.c_bool
# GLboolean = glIsEnabled(GLenum cap)
def glIsEnabled(cap):
return _lib.glIsEnabled(cap)
_lib.glIsFramebuffer.argtypes = ctypes.c_uint,
_lib.glIsFramebuffer.restype = ctypes.c_bool
# GLboolean = glIsFramebuffer(GLuint framebuffer)
def glIsFramebuffer(framebuffer):
return _lib.glIsFramebuffer(framebuffer)
_lib.glIsProgram.argtypes = ctypes.c_uint,
_lib.glIsProgram.restype = ctypes.c_bool
# GLboolean = glIsProgram(GLuint program)
def glIsProgram(program):
return _lib.glIsProgram(program)
_lib.glIsRenderbuffer.argtypes = ctypes.c_uint,
_lib.glIsRenderbuffer.restype = ctypes.c_bool
# GLboolean = glIsRenderbuffer(GLuint renderbuffer)
def glIsRenderbuffer(renderbuffer):
return _lib.glIsRenderbuffer(renderbuffer)
_lib.glIsShader.argtypes = ctypes.c_uint,
_lib.glIsShader.restype = ctypes.c_bool
# GLboolean = glIsShader(GLuint shader)
def glIsShader(shader):
return _lib.glIsShader(shader)
_lib.glIsTexture.argtypes = ctypes.c_uint,
_lib.glIsTexture.restype = ctypes.c_bool
# GLboolean = glIsTexture(GLuint texture)
def glIsTexture(texture):
return _lib.glIsTexture(texture)
_lib.glLineWidth.argtypes = ctypes.c_float,
# void = glLineWidth(GLfloat width)
def glLineWidth(width):
_lib.glLineWidth(width)
_lib.glLinkProgram.argtypes = ctypes.c_uint,
# void = glLinkProgram(GLuint program)
def glLinkProgram(program):
_lib.glLinkProgram(program)
_lib.glPixelStorei.argtypes = ctypes.c_uint, ctypes.c_int,
# void = glPixelStorei(GLenum pname, GLint param)
def glPixelStorei(pname, param):
_lib.glPixelStorei(pname, param)
_lib.glPolygonOffset.argtypes = ctypes.c_float, ctypes.c_float,
# void = glPolygonOffset(GLfloat factor, GLfloat units)
def glPolygonOffset(factor, units):
_lib.glPolygonOffset(factor, units)
_lib.glReadPixels.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_uint, ctypes.c_uint, ctypes.c_void_p,
# void = glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
def glReadPixels(x, y, width, height, format, type):
# GL_ALPHA, GL_RGB, GL_RGBA
t = {6406:1, 6407:3, 6408:4}[format]
# GL_UNSIGNED_BYTE, GL_FLOAT
nb = {5121:1, 5126:4}[type]
size = int(width*height*t*nb)
pixels = ctypes.create_string_buffer(size)
res = _lib.glReadPixels(x, y, width, height, format, type, pixels)
return pixels[:]
_lib.glRenderbufferStorage.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_int, ctypes.c_int,
# void = glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
def glRenderbufferStorage(target, internalformat, width, height):
_lib.glRenderbufferStorage(target, internalformat, width, height)
_lib.glSampleCoverage.argtypes = ctypes.c_float, ctypes.c_bool,
# void = glSampleCoverage(GLclampf value, GLboolean invert)
def glSampleCoverage(value, invert):
_lib.glSampleCoverage(value, invert)
_lib.glScissor.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int,
# void = glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
def glScissor(x, y, width, height):
_lib.glScissor(x, y, width, height)
_lib.glShaderSource.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.POINTER(ctypes.c_char_p), ctypes.POINTER(ctypes.c_int),
# void = glShaderSource(GLuint shader, GLsizei count, GLchar** string, GLint* length)
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]
count = len(strings)
string = (ctypes.c_char_p*count)(*[s.encode('utf-8') for s in strings])
length = (ctypes.c_int*count)(*[len(s) for s in strings])
res = _lib.glShaderSource(shader, count, string, length)
_lib.glStencilFunc.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_uint,
# void = glStencilFunc(GLenum func, GLint ref, GLuint mask)
def glStencilFunc(func, ref, mask):
_lib.glStencilFunc(func, ref, mask)
_lib.glStencilFuncSeparate.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_int, ctypes.c_uint,
# void = glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
def glStencilFuncSeparate(face, func, ref, mask):
_lib.glStencilFuncSeparate(face, func, ref, mask)
_lib.glStencilMask.argtypes = ctypes.c_uint,
# void = glStencilMask(GLuint mask)
def glStencilMask(mask):
_lib.glStencilMask(mask)
_lib.glStencilMaskSeparate.argtypes = ctypes.c_uint, ctypes.c_uint,
# void = glStencilMaskSeparate(GLenum face, GLuint mask)
def glStencilMaskSeparate(face, mask):
_lib.glStencilMaskSeparate(face, mask)
_lib.glStencilOp.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_uint,
# void = glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
def glStencilOp(fail, zfail, zpass):
_lib.glStencilOp(fail, zfail, zpass)
_lib.glStencilOpSeparate.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_uint, ctypes.c_uint,
# void = glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
def glStencilOpSeparate(face, fail, zfail, zpass):
_lib.glStencilOpSeparate(face, fail, zfail, zpass)
_lib.glTexImage2D.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_uint, ctypes.c_uint, ctypes.c_void_p,
# void = glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid* pixels)
def glTexImage2D(target, level, internalformat, format, type, pixels):
border = 0
if isinstance(pixels, (tuple, list)):
height, width = pixels
pixels = ctypes.c_void_p(0)
pixels = None
else:
if not pixels.flags['C_CONTIGUOUS']:
pixels = pixels.copy('C')
pixels_ = pixels
pixels = pixels_.ctypes.data
height, width = pixels_.shape[:2]
res = _lib.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels)
_lib.glTexParameterf.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_float,
def glTexParameterf(target, pname, param):
_lib.glTexParameterf(target, pname, param)
_lib.glTexParameteri.argtypes = ctypes.c_uint, ctypes.c_uint, ctypes.c_int,
def glTexParameteri(target, pname, param):
_lib.glTexParameteri(target, pname, param)
_lib.glTexSubImage2D.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_uint, ctypes.c_uint, ctypes.c_void_p,
# void = glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
def glTexSubImage2D(target, level, xoffset, yoffset, format, type, pixels):
if not pixels.flags['C_CONTIGUOUS']:
pixels = pixels.copy('C')
pixels_ = pixels
pixels = pixels_.ctypes.data
height, width = pixels_.shape[:2]
res = _lib.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels)
_lib.glUniform1f.argtypes = ctypes.c_int, ctypes.c_float,
def glUniform1f(location, v1):
_lib.glUniform1f(location, v1)
_lib.glUniform2f.argtypes = ctypes.c_int, ctypes.c_float, ctypes.c_float,
def glUniform2f(location, v1, v2):
_lib.glUniform2f(location, v1, v2)
_lib.glUniform3f.argtypes = ctypes.c_int, ctypes.c_float, ctypes.c_float, ctypes.c_float,
def glUniform3f(location, v1, v2, v3):
_lib.glUniform3f(location, v1, v2, v3)
_lib.glUniform4f.argtypes = ctypes.c_int, ctypes.c_float, ctypes.c_float, ctypes.c_float, ctypes.c_float,
def glUniform4f(location, v1, v2, v3, v4):
_lib.glUniform4f(location, v1, v2, v3, v4)
_lib.glUniform1i.argtypes = ctypes.c_int, ctypes.c_int,
def glUniform1i(location, v1):
_lib.glUniform1i(location, v1)
_lib.glUniform2i.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_int,
def glUniform2i(location, v1, v2):
_lib.glUniform2i(location, v1, v2)
_lib.glUniform3i.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int,
def glUniform3i(location, v1, v2, v3):
_lib.glUniform3i(location, v1, v2, v3)
_lib.glUniform4i.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int,
def glUniform4i(location, v1, v2, v3, v4):
_lib.glUniform4i(location, v1, v2, v3, v4)
_lib.glUniform1fv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.POINTER(ctypes.c_float),
def glUniform1fv(location, count, values):
values = [float(val) for val in values]
values = (ctypes.c_float*len(values))(*values)
_lib.glUniform1fv(location, count, values)
_lib.glUniform2fv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.POINTER(ctypes.c_float),
def glUniform2fv(location, count, values):
values = [float(val) for val in values]
values = (ctypes.c_float*len(values))(*values)
_lib.glUniform2fv(location, count, values)
_lib.glUniform3fv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.POINTER(ctypes.c_float),
def glUniform3fv(location, count, values):
values = [float(val) for val in values]
values = (ctypes.c_float*len(values))(*values)
_lib.glUniform3fv(location, count, values)
_lib.glUniform4fv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.POINTER(ctypes.c_float),
def glUniform4fv(location, count, values):
values = [float(val) for val in values]
values = (ctypes.c_float*len(values))(*values)
_lib.glUniform4fv(location, count, values)
_lib.glUniform1iv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.POINTER(ctypes.c_int),
def glUniform1iv(location, count, values):
values = [int(val) for val in values]
values = (ctypes.c_int*len(values))(*values)
_lib.glUniform1iv(location, count, values)
_lib.glUniform2iv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.POINTER(ctypes.c_int),
def glUniform2iv(location, count, values):
values = [int(val) for val in values]
values = (ctypes.c_int*len(values))(*values)
_lib.glUniform2iv(location, count, values)
_lib.glUniform3iv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.POINTER(ctypes.c_int),
def glUniform3iv(location, count, values):
values = [int(val) for val in values]
values = (ctypes.c_int*len(values))(*values)
_lib.glUniform3iv(location, count, values)
_lib.glUniform4iv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.POINTER(ctypes.c_int),
def glUniform4iv(location, count, values):
values = [int(val) for val in values]
values = (ctypes.c_int*len(values))(*values)
_lib.glUniform4iv(location, count, values)
_lib.glUniformMatrix2fv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_bool, ctypes.POINTER(ctypes.c_float),
def glUniformMatrix2fv(location, count, transpose, values):
if not values.flags["C_CONTIGUOUS"]:
values = values.copy()
assert values.dtype.name == "float32"
values_ = values
values = values_.ctypes.data_as(ctypes.POINTER(ctypes.c_float))
_lib.glUniformMatrix2fv(location, count, transpose, values)
_lib.glUniformMatrix3fv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_bool, ctypes.POINTER(ctypes.c_float),
def glUniformMatrix3fv(location, count, transpose, values):
if not values.flags["C_CONTIGUOUS"]:
values = values.copy()
assert values.dtype.name == "float32"
values_ = values
values = values_.ctypes.data_as(ctypes.POINTER(ctypes.c_float))
_lib.glUniformMatrix3fv(location, count, transpose, values)
_lib.glUniformMatrix4fv.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_bool, ctypes.POINTER(ctypes.c_float),
def glUniformMatrix4fv(location, count, transpose, values):
if not values.flags["C_CONTIGUOUS"]:
values = values.copy()
assert values.dtype.name == "float32"
values_ = values
values = values_.ctypes.data_as(ctypes.POINTER(ctypes.c_float))
_lib.glUniformMatrix4fv(location, count, transpose, values)
_lib.glUseProgram.argtypes = ctypes.c_uint,
# void = glUseProgram(GLuint program)
def glUseProgram(program):
_lib.glUseProgram(program)
_lib.glValidateProgram.argtypes = ctypes.c_uint,
# void = glValidateProgram(GLuint program)
def glValidateProgram(program):
_lib.glValidateProgram(program)
_lib.glVertexAttrib1f.argtypes = ctypes.c_uint, ctypes.c_float,
def glVertexAttrib1f(index, v1):
_lib.glVertexAttrib1f(index, v1)
_lib.glVertexAttrib2f.argtypes = ctypes.c_uint, ctypes.c_float, ctypes.c_float,
def glVertexAttrib2f(index, v1, v2):
_lib.glVertexAttrib2f(index, v1, v2)
_lib.glVertexAttrib3f.argtypes = ctypes.c_uint, ctypes.c_float, ctypes.c_float, ctypes.c_float,
def glVertexAttrib3f(index, v1, v2, v3):
_lib.glVertexAttrib3f(index, v1, v2, v3)
_lib.glVertexAttrib4f.argtypes = ctypes.c_uint, ctypes.c_float, ctypes.c_float, ctypes.c_float, ctypes.c_float,
def glVertexAttrib4f(index, v1, v2, v3, v4):
_lib.glVertexAttrib4f(index, v1, v2, v3, v4)
_lib.glVertexAttribPointer.argtypes = ctypes.c_uint, ctypes.c_int, ctypes.c_uint, ctypes.c_bool, ctypes.c_int, ctypes.c_void_p,
# void = glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid* ptr)
def glVertexAttribPointer(indx, size, type, normalized, stride, offset):
if offset is None:
offset = ctypes.c_void_p(0)
elif isinstance(offset, ctypes.c_void_p):
pass
elif isinstance(offset, (int, ctypes.c_int)):
offset = ctypes.c_void_p(int(offset))
else:
if not offset.flags['C_CONTIGUOUS']:
offset = offset.copy('C')
offset_ = offset
offset = offset.ctypes.data
# We need to ensure that the data exists at draw time :(
# PyOpenGL does this too
key = '_vert_attr_'+str(indx)
setattr(glVertexAttribPointer, key, offset_)
ptr = offset
res = _lib.glVertexAttribPointer(indx, size, type, normalized, stride, ptr)
_lib.glViewport.argtypes = ctypes.c_int, ctypes.c_int, ctypes.c_int, ctypes.c_int,
# void = glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
def glViewport(x, y, width, height):
_lib.glViewport(x, y, width, height)
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