"""Exceptional cases that need some extra wrapping"""
from OpenGL.platform import GL,GLU,createBaseFunction
from OpenGL import arrays,error,wrapper
from OpenGL.arrays.arraydatatype import GLfloatArray,GLdoubleArray
from OpenGL import constants
from OpenGL.lazywrapper import lazy
from OpenGL.raw import GL
from OpenGL.raw.GL import constants
from OpenGL.raw.GL import annotations
import OpenGL
import ctypes
__all__ = [
'glBegin',
'glCallLists',
'glColor',
#'glColorTableParameterfv',
'glDeleteTextures',
'glEdgeFlagv',
'glEnd',
'glGenTextures',
'glIndexdv',
'glIndexfv',
'glIndexsv',
'glIndexubv',
'glMap1d',
'glMap1f',
'glMap2d',
'glMap2f',
'glMaterial',
'glRasterPos',
'glRectfv',
'glRectiv',
'glRectsv',
'glTexGenfv',
'glTexParameter',
'glVertex',
'glAreTexturesResident',
]
glRasterPosDispatch = {
2: simple.glRasterPos2d,
3: simple.glRasterPos3d,
4: simple.glRasterPos4d,
}
if OpenGL.ERROR_CHECKING:
@lazy( simple.glBegin )
def glBegin( baseFunction, mode ):
"""Begin GL geometry-definition mode, disable automatic error checking"""
error.onBegin( )
return baseFunction( mode )
@lazy( simple.glEnd )
def glEnd( baseFunction ):
"""Finish GL geometry-definition mode, re-enable automatic error checking"""
error.onEnd( )
return baseFunction( )
else:
glBegin = simple.glBegin
glEnd = simple.glEnd
@lazy( simple.glDeleteTextures )
def glDeleteTextures( baseFunction, array ):
"""Delete specified set of textures"""
ptr = arrays.GLuintArray.asArray( array )
size = arrays.GLuintArray.arraySize( ptr )
return baseFunction( size, ptr )
def glMap2( baseFunction, arrayType ):
def glMap2( target, u1, u2, v1, v2, points):
"""glMap2(target, u1, u2, v1, v2, points[][][]) -> None
This is a completely non-standard signature which doesn't allow for most
of the funky uses with strides and the like, but it has been like this for
a very long time...
"""
ptr = arrayType.asArray( points )
uorder,vorder,vstride = arrayType.dimensions( ptr )
ustride = vstride*vorder
return baseFunction(
target,
u1, u2,
ustride, uorder,
v1, v2,
vstride, vorder,
ptr
)
glMap2.__name__ = baseFunction.__name__
glMap2.baseFunction = baseFunction
return glMap2
glMap2d = glMap2( simple.glMap2d, arrays.GLdoubleArray )
glMap2f = glMap2( simple.glMap2f, arrays.GLfloatArray )
del glMap2
def glMap1( baseFunction, arrayType ):
def glMap1(target,u1,u2,points):
"""glMap1(target, u1, u2, points[][][]) -> None
This is a completely non-standard signature which doesn't allow for most
of the funky uses with strides and the like, but it has been like this for
a very long time...
"""
ptr = arrayType.asArray( points )
dims = arrayType.dimensions( ptr )
uorder = dims[0]
ustride = dims[1]
return baseFunction( target, u1,u2,ustride,uorder, ptr )
glMap1.__name__ == baseFunction.__name__
glMap1.baseFunction = baseFunction
return glMap1
glMap1d = glMap1( simple.glMap1d, arrays.GLdoubleArray )
glMap1f = glMap1( simple.glMap1f, arrays.GLfloatArray )
del glMap1
def glRasterPos( *args ):
"""Choose glRasterPosX based on number of args"""
if len(args) == 1:
# v form...
args = args[0]
return glRasterPosDispatch[ len(args) ]( *args )
glVertexDispatch = {
2: simple.glVertex2d,
3: simple.glVertex3d,
4: simple.glVertex4d,
}
def glVertex( *args ):
"""Choose glVertexX based on number of args"""
if len(args) == 1:
# v form...
args = args[0]
return glVertexDispatch[ len(args) ]( *args )
@lazy( simple.glCallLists )
def glCallLists( baseFunction, lists, *args ):
"""glCallLists( str( lists ) or lists[] ) -> None
Restricted version of glCallLists, takes a string or a GLuint compatible
array data-type and passes into the base function.
"""
if not len(args):
if isinstance( lists, str ):
return baseFunction(
len(lists),
constants.GL_UNSIGNED_BYTE,
ctypes.c_void_p(arrays.GLubyteArray.dataPointer( lists )),
)
ptr = arrays.GLuintArray.asArray( lists )
size = arrays.GLuintArray.arraySize( ptr )
return baseFunction(
size,
constants.GL_UNSIGNED_INT,
ctypes.c_void_p( arrays.GLuintArray.dataPointer(ptr))
)
return baseFunction( lists, *args )
def glTexParameter( target, pname, parameter ):
"""Set a texture parameter, choose underlying call based on pname and parameter"""
if isinstance( parameter, float ):
return simple.glTexParameterf( target, pname, parameter )
elif isinstance( parameter, int ):
return simple.glTexParameteri( target, pname, parameter )
else:
value = GLfloatArray.asArray( parameter, constants.GL_FLOAT )
return simple.glTexParameterfv( target, pname, value )
@lazy( simple.glGenTextures )
def glGenTextures( baseFunction, count, textures=None ):
"""Generate count new texture names
Note: for compatibility with PyOpenGL 2.x and below,
a count of 1 will return a single integer, rather than
an array of integers.
"""
if count <= 0:
raise ValueError( """Can't generate 0 or fewer textures""" )
elif count == 1 and OpenGL.SIZE_1_ARRAY_UNPACK:
# this traditionally returned a single int/long, so we'll continue to
# do so, even though it would be easier not to bother.
textures = simple.GLuint( 0 )
baseFunction( count, textures)
return textures.value
else:
textures = arrays.GLuintArray.zeros( (count,))
baseFunction( count, textures)
return textures
def glMaterial( faces, constant, *args ):
"""glMaterial -- convenience function to dispatch on argument type
If passed a single argument in args, calls:
glMaterialfv( faces, constant, args[0] )
else calls:
glMaterialf( faces, constant, *args )
"""
if len(args) == 1:
arg = GLfloatArray.asArray( args[0] )
if arg is None:
raise ValueError( """Null value in glMaterial: %s"""%(args,) )
return simple.glMaterialfv( faces, constant, arg )
else:
return simple.glMaterialf( faces, constant, *args )
glColorDispatch = {
3: annotations.glColor3fv,
4: annotations.glColor4fv,
}
def glColor( *args ):
"""glColor*f* -- convenience function to dispatch on argument type
dispatches to glColor3f, glColor2f, glColor4f, glColor3f, glColor2f, glColor4f
depending on the arguments passed...
"""
arglen = len(args)
if arglen == 1:
arg = arrays.GLfloatArray.asArray( args[0] )
function = glColorDispatch[arrays.GLfloatArray.arraySize( arg )]
return function( arg )
elif arglen == 2:
return simple.glColor2d( *args )
elif arglen == 3:
return simple.glColor3d( *args )
elif arglen == 4:
return simple.glColor4d( *args )
else:
raise ValueError( """Don't know how to handle arguments: %s"""%(args,))
# Rectagle coordinates,
glRectfv = arrays.setInputArraySizeType(
arrays.setInputArraySizeType(
simple.glRectfv,
2,
arrays.GLfloatArray,
'v1',
),
2,
arrays.GLfloatArray,
'v2',
)
glRectiv = arrays.setInputArraySizeType(
arrays.setInputArraySizeType(
simple.glRectiv,
2,
arrays.GLintArray,
'v1',
),
2,
arrays.GLintArray,
'v2',
)
glRectsv = arrays.setInputArraySizeType(
arrays.setInputArraySizeType(
simple.glRectsv,
2,
arrays.GLshortArray,
'v1',
),
2,
arrays.GLshortArray,
'v2',
)
glIndexsv = arrays.setInputArraySizeType(
simple.glIndexsv,
1,
arrays.GLshortArray,
'c',
)
glIndexdv = arrays.setInputArraySizeType(
simple.glIndexdv,
1,
arrays.GLdoubleArray,
'c',
)
glIndexfv = arrays.setInputArraySizeType(
simple.glIndexfv,
1,
arrays.GLfloatArray,
'c',
)
glIndexubv = arrays.setInputArraySizeType(
simple.glIndexubv,
1,
arrays.GLbyteArray,
'c',
)
glEdgeFlagv = arrays.setInputArraySizeType(
simple.glEdgeFlagv,
1,
arrays.GLubyteArray,
'flag',
)
glTexGenfv = arrays.setInputArraySizeType(
simple.glTexGenfv,
None,
arrays.GLfloatArray,
'params',
)
#'glAreTexturesResident',
@lazy( simple.glAreTexturesResident )
def glAreTexturesResident( baseFunction, *args ):
"""Allow both Pythonic and C-style calls to glAreTexturesResident
glAreTexturesResident( arrays.GLuintArray( textures) )
or
glAreTexturesResident( int(n), arrays.GLuintArray( textures), arrays.GLuboolean( output) )
or
glAreTexturesResident( int(n), arrays.GLuintArray( textures) )
returns the output arrays.GLubooleanArray
"""
if len(args) == 1:
# Pythonic form...
textures = args[0]
textures = arrays.GLuintArray.asArray( textures )
n = arrays.GLuintArray.arraySize(textures)
output = arrays.GLbooleanArray.zeros( (n,))
elif len(args) == 2:
try:
n = int( args[0] )
except TypeError, err:
textures = args[0]
textures = arrays.GLuintArray.asArray( textures )
n = arrays.GLuintArray.arraySize(textures)
output = args[1]
output = arrays.GLbooleanArray.asArray( output )
else:
textures = args[1]
textures = arrays.GLuintArray.asArray( textures )
output = arrays.GLbooleanArray.zeros( (n,))
elif len(args) == 3:
n,textures,output = args
textures = arrays.GLuintArray.asArray( textures )
output = arrays.GLbooleanArray.asArray( output )
else:
raise TypeError( """Expected 1 to 3 arguments to glAreTexturesResident""" )
texturePtr = arrays.GLuintArray.typedPointer( textures )
outputPtr = arrays.GLbooleanArray.typedPointer( output )
result = baseFunction( n, texturePtr, outputPtr )
if result:
# weirdness of the C api, doesn't produce values if all are true
for i in range(len(output)):
output[i] = 1
return output
#glMap2f
#glMap2d
#glMap1f
#glMap1d
#glPixelMapusv
#glTexGenfv
#glLightfv
#glFeedbackBuffer
#glDrawRangeElements
#glSelectBuffer
#glAreTexturesResident
#glPixelMapfv
#glTexGeniv
#glClipPlane
#glTexParameterfv
#glTexParameteriv
#glReadPixels
#glConvolutionParameterfv
#glPolygonStipple
#glFogiv
#glTexEnviv
#glRectdv
#glMaterialiv
#glColorTable
#glColorTableParameteriv
#glIndexiv
#glLightModeliv
#glDrawElements
#glConvolutionFilter1D
#glCallLists
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