vertex_shader.py :  » Game-2D-3D » PyOpenGL » PyOpenGL-3.0.1 » OpenGL » GL » ARB » Python Open Source

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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL 3.0.1 » OpenGL » GL » ARB » vertex_shader.py
'''OpenGL extension ARB.vertex_shader

This module customises the behaviour of the 
OpenGL.raw.GL.ARB.vertex_shader to provide a more 
Python-friendly API

Overview (from thespec import 
  
  This extension adds programmable vertex level processing to OpenGL. The
  application can write vertex shaders in a high level language as defined
  in the OpenGL Shading Language specification. The language itself is not
  discussed here. A vertex shader replaces the transformation, texture
  coordinate generation and lighting parts of OpenGL, and it also adds
  texture access at the vertex level. Furthermore, management of vertex
  shader objects and loading generic attributes are discussed. A vertex
  shader object, attached to a program object, can be compiled and linked
  to produce an executable that runs on the vertex processor in OpenGL.
  This extension also defines how such an executable interacts with the
  fixed functionality vertex processing of OpenGL 1.4.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/vertex_shader.txt
'''
from OpenGL import platform,constants,constant,arrays
from OpenGL import extensions,wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.ARB.vertex_shader import *
### END AUTOGENERATED SECTION
from OpenGL.lazywrapper import lazy
from shader_objects import glGetObjectParameterivARB

base_glGetActiveAttribARB = glGetActiveAttribARB
def glGetActiveAttribARB(program, index):
    """Retrieve the name, size and type of the uniform of the index in the program"""
    max_index = int(glGetObjectParameterivARB( program, GL_OBJECT_ACTIVE_ATTRIBUTES_ARB ))
    length = int(glGetObjectParameterivARB( program, GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB))
    if index < max_index and index >= 0 and length > 0:
        name = ctypes.create_string_buffer(length)
        size = arrays.GLintArray.zeros( (1,))
        gl_type = arrays.GLuintArray.zeros( (1,))
        base_glGetActiveAttribARB(program, index, length, None, size, gl_type, name)
        return name.value, size[0], gl_type[0]
    raise IndexError, 'index out of range from zero to %i' % (max_index - 1, )
glGetActiveAttribARB.wrappedOperation = base_glGetActiveAttribARB

@lazy( glGetAttribLocationARB )
def glGetAttribLocationARB( baseOperation, program, name ):
    """Check that name is a string with a null byte at the end of it"""
    if not name:
        raise ValueError( """Non-null name required""" )
    elif name[-1] != '\000':
        name = name + '\000'
    return baseOperation( program, name )
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