Mercurial > touhou
annotate pytouhou/ui/opengl/renderer.pyx @ 719:28e6332b088d
Add a dump_ecl example.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 30 Oct 2019 10:28:52 +0100 |
parents | ec972eb44391 |
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rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 from libc.stdlib cimport malloc, free |
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16 from libc.string cimport memset |
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17 from os.path import join |
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18 |
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19 from pytouhou.lib.opengl cimport \ |
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20 (glVertexPointer, glTexCoordPointer, glColorPointer, |
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21 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, |
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22 glBindTexture, glDrawElements, glBindBuffer, glBufferData, |
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23 GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, |
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24 GL_UNSIGNED_SHORT, GL_SHORT, GL_FLOAT, GL_SRC_ALPHA, |
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25 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, glGenBuffers, |
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26 glDeleteBuffers, GLuint, glDeleteTextures, glGenVertexArrays, |
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27 glDeleteVertexArrays, glBindVertexArray, glPushDebugGroup, |
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28 GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, glDrawArrays) |
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29 |
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30 from pytouhou.lib.sdl import SDLError |
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31 |
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32 from pytouhou.game.element cimport Element |
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33 from .sprite cimport get_sprite_rendering_data |
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34 from .backend cimport primitive_mode, is_legacy, use_debug_group, use_vao, use_primitive_restart |
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35 |
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36 from pytouhou.utils.helpers import get_logger |
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37 |
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38 logger = get_logger(__name__) |
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39 |
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40 |
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41 cdef class Texture: |
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42 def __cinit__(self, GLuint texture, Renderer renderer): |
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43 self.texture = texture |
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44 |
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45 # Find an unused key in the textures array. |
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46 for key in range(MAX_TEXTURES): |
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47 if renderer.textures[key] == 0: |
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48 break |
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49 else: |
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50 raise MemoryError('Too many textures currently loaded, consider increasing MAX_TEXTURES (currently %d).' % MAX_TEXTURES) |
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51 |
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52 self.key = key |
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53 self.pointer = &renderer.textures[key] |
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54 self.pointer[0] = texture |
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55 for i in range(2): |
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56 renderer.indices[key][i] = self.indices[i] |
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57 |
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58 #XXX: keep a reference so that when __dealloc__ is called self.pointer is still valid. |
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59 self.renderer = renderer |
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60 |
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61 def __dealloc__(self): |
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62 if self.texture: |
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63 glDeleteTextures(1, &self.texture) |
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64 if self.pointer != NULL: |
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65 self.pointer[0] = 0 |
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66 # The dangling pointers in renderer.indices doesn’t matter, since we |
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67 # won’t use them if no texture is loaded in that slot. |
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68 |
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69 |
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70 cdef long find_objects(Renderer self, object elements) except -1: |
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71 # Don’t type element as Element, or else the overriding of objects won’t work. |
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72 cdef Element obj |
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73 cdef long i = 0 |
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74 for element in elements: |
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75 for obj in element.objects: |
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76 sprite = obj.sprite |
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77 if sprite and sprite.visible: |
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78 # warning: no reference is preserved on the object—assuming the object will not die accidentally |
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79 self.elements[i] = <PyObject*>obj |
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80 i += 1 |
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81 if i >= 640*3-4: |
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82 return i |
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83 return i |
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84 |
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85 |
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86 cdef class Renderer: |
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87 def __dealloc__(self): |
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88 if not is_legacy: |
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89 glDeleteBuffers(1, &self.vbo) |
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90 |
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91 if use_vao: |
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92 glDeleteVertexArrays(1, &self.vao) |
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93 glDeleteVertexArrays(1, &self.text_vao) |
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94 |
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95 |
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96 def __init__(self, resource_loader): |
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97 self.texture_manager = TextureManager(resource_loader, self, Texture) |
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98 font_name = join(resource_loader.game_dir, 'font.ttf') |
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99 try: |
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100 self.font_manager = FontManager(font_name, 16, self, Texture) |
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101 except SDLError: |
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102 self.font_manager = None |
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103 logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name) |
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104 |
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105 if not is_legacy: |
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106 if use_debug_group: |
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107 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Renderer creation") |
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108 |
423
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109 glGenBuffers(1, &self.vbo) |
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110 glGenBuffers(1, &self.text_vbo) |
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111 |
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112 if use_vao: |
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113 glGenVertexArrays(1, &self.vao) |
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114 glBindVertexArray(self.vao) |
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115 self.set_state() |
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116 |
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117 glGenVertexArrays(1, &self.text_vao) |
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118 glBindVertexArray(self.text_vao) |
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119 self.set_text_state() |
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120 |
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121 if use_debug_group: |
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122 glPopDebugGroup() |
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123 |
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124 |
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125 cdef void set_state(self) nogil: |
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126 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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127 |
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128 #TODO: find a way to use offsetof() instead of those ugly substractions. |
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129 glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0) |
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130 glEnableVertexAttribArray(0) |
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131 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8) |
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132 glEnableVertexAttribArray(1) |
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133 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16) |
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134 glEnableVertexAttribArray(2) |
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135 |
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136 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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137 |
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138 |
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139 cdef void set_text_state(self) nogil: |
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140 glBindBuffer(GL_ARRAY_BUFFER, self.text_vbo) |
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141 |
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142 #TODO: find a way to use offsetof() instead of those ugly substractions. |
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143 glVertexAttribPointer(0, 2, GL_SHORT, False, sizeof(Vertex), <void*>0) |
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144 glEnableVertexAttribArray(0) |
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145 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>4) |
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146 glEnableVertexAttribArray(1) |
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147 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>12) |
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148 glEnableVertexAttribArray(2) |
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149 |
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150 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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151 |
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152 |
617
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153 cdef bint render_elements(self, elements) except True: |
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154 cdef Element element |
301
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Avoid segfaults in the unlikely case a huge number of sprites is rendered.
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155 |
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156 nb_elements = find_objects(self, elements) |
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157 if not nb_elements: |
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158 return False |
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159 |
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160 nb_vertices = 0 |
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161 memset(self.last_indices, 0, sizeof(self.last_indices)) |
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162 |
590
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163 for element_idx in range(nb_elements): |
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164 element = <object>self.elements[element_idx] |
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165 ox, oy = <short>element.x, <short>element.y |
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166 data = get_sprite_rendering_data(element.sprite) |
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167 key = data.key |
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168 |
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169 blendfunc = key & 1 |
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170 texture = key >> 1 |
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171 |
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172 rec = self.indices[texture][blendfunc] |
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173 next_indice = self.last_indices[key] |
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174 |
449
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175 # Pack data in buffer |
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176 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = <short>data.pos[0], <short>data.pos[1], <short>data.pos[2], <short>data.pos[3], <short>data.pos[4], <short>data.pos[5], <short>data.pos[6], <short>data.pos[7], <short>data.pos[8], <short>data.pos[9], <short>data.pos[10], <short>data.pos[11] |
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177 r, g, b, a = data.color[0], data.color[1], data.color[2], data.color[3] |
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178 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, 0, data.left, data.bottom, r, g, b, a) |
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179 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, 0, data.right, data.bottom, r, g, b, a) |
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180 self.vertex_buffer[nb_vertices+2] = Vertex(x4 + ox, y4 + oy, z4, 0, data.left, data.top, r, g, b, a) |
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181 self.vertex_buffer[nb_vertices+3] = Vertex(x3 + ox, y3 + oy, z3, 0, data.right, data.top, r, g, b, a) |
222
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182 |
449
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183 # Add indices |
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184 if is_legacy: |
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185 rec[next_indice] = nb_vertices |
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186 rec[next_indice+1] = nb_vertices + 1 |
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187 rec[next_indice+2] = nb_vertices + 3 |
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188 rec[next_indice+3] = nb_vertices + 2 |
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189 self.last_indices[key] += 4 |
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190 elif use_primitive_restart: |
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191 rec[next_indice] = nb_vertices |
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192 rec[next_indice+1] = nb_vertices + 1 |
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193 rec[next_indice+2] = nb_vertices + 2 |
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194 rec[next_indice+3] = nb_vertices + 3 |
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195 rec[next_indice+4] = 0xFFFF |
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196 self.last_indices[key] += 5 |
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197 else: |
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198 rec[next_indice] = nb_vertices |
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199 rec[next_indice+1] = nb_vertices + 1 |
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200 rec[next_indice+2] = nb_vertices + 2 |
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201 rec[next_indice+3] = nb_vertices + 1 |
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202 rec[next_indice+4] = nb_vertices + 2 |
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203 rec[next_indice+5] = nb_vertices + 3 |
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204 self.last_indices[key] += 6 |
222
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205 |
449
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206 nb_vertices += 4 |
222
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207 |
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208 if use_debug_group: |
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209 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Elements drawing") |
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210 |
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211 if is_legacy: |
518
75ae628522c9
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212 glVertexPointer(3, GL_SHORT, sizeof(Vertex), &self.vertex_buffer[0].x) |
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213 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) |
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214 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r) |
395
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diff
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215 else: |
396
34a91f918e7c
Use Buffer Objects instead of host pointers.
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216 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
423
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217 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW) |
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218 glBindBuffer(GL_ARRAY_BUFFER, 0) |
396
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219 |
558
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220 if use_vao: |
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221 glBindVertexArray(self.vao) |
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222 else: |
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223 self.set_state() |
395
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224 |
505
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225 # Don’t change the state when it’s not needed. |
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226 previous_blendfunc = -1 |
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227 previous_texture = -1 |
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228 |
590
e15672733c93
Switch to Python 3.x instead of 2.7.
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587
diff
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229 for key in range(2 * MAX_TEXTURES): |
449
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230 nb_indices = self.last_indices[key] |
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231 if not nb_indices: |
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232 continue |
423
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233 |
505
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234 blendfunc = key & 1 |
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235 texture = key >> 1 |
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236 |
505
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237 if blendfunc != previous_blendfunc: |
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238 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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changeset
|
239 if texture != previous_texture: |
515
b3193b43a86c
Add an indirection layer for textures, to cope with drivers assigning them random names.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
513
diff
changeset
|
240 glBindTexture(GL_TEXTURE_2D, self.textures[texture]) |
593
974decb8df4f
Only selects between GL_TRIANGLE_STRIP and GL_TRIANGLES once, in the backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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|
241 glDrawElements(primitive_mode, nb_indices, GL_UNSIGNED_SHORT, self.indices[texture][blendfunc]) |
505
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242 |
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243 previous_blendfunc = blendfunc |
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244 previous_texture = texture |
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245 |
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246 glBindTexture(GL_TEXTURE_2D, 0) |
222
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parents:
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|
247 |
560
c759b97f4f81
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diff
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|
248 if not is_legacy and use_vao: |
558
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|
249 glBindVertexArray(0) |
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250 |
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251 if use_debug_group: |
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252 glPopDebugGroup() |
456
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253 |
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254 |
617
a6af3ff86612
Change all “void except *” function into “bint except True”, to prevent PyErr_Occurred() from being called at each call.
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parents:
611
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changeset
|
255 cdef bint render_quads(self, rects, colors, GLuint texture) except True: |
456
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256 # There is nothing that batch more than two quads on the same texture, currently. |
627
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257 cdef TextVertex buf[8] |
456
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|
258 cdef unsigned short indices[12] |
611
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259 |
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diff
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|
260 if not is_legacy: |
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|
261 if use_primitive_restart: |
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|
262 indices[:] = [0, 1, 2, 3, 0xffff, 4, 5, 6, 7, 0, 0, 0] |
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|
263 else: |
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changeset
|
264 indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4] |
456
cae1ae9de430
Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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diff
changeset
|
265 |
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changeset
|
266 length = len(rects) |
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Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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diff
changeset
|
267 assert length == len(colors) |
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Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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changeset
|
268 |
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Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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parents:
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diff
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|
269 for i, r in enumerate(rects): |
cae1ae9de430
Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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diff
changeset
|
270 c1, c2, c3, c4 = colors[i] |
cae1ae9de430
Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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|
271 |
627
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|
272 buf[4*i] = TextVertex(r.x, r.y, 0, 0, c1.r, c1.g, c1.b, c1.a) |
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273 buf[4*i+1] = TextVertex(r.x + r.w, r.y, 1, 0, c2.r, c2.g, c2.b, c2.a) |
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|
274 buf[4*i+2] = TextVertex(r.x + r.w, r.y + r.h, 1, 1, c3.r, c3.g, c3.b, c3.a) |
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|
275 buf[4*i+3] = TextVertex(r.x, r.y + r.h, 0, 1, c4.r, c4.g, c4.b, c4.a) |
456
cae1ae9de430
Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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|
276 |
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277 if use_debug_group: |
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changeset
|
278 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Quads drawing") |
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Don’t call gl*DebugGroup if it isn’t exposed by the driver.
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279 |
560
c759b97f4f81
Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
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diff
changeset
|
280 if is_legacy: |
627
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Use a specific vbo/vao pair for text rendering.
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diff
changeset
|
281 glVertexPointer(2, GL_SHORT, sizeof(TextVertex), &buf[0].x) |
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Use a specific vbo/vao pair for text rendering.
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diff
changeset
|
282 glTexCoordPointer(2, GL_FLOAT, sizeof(TextVertex), &buf[0].u) |
ec972eb44391
Use a specific vbo/vao pair for text rendering.
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diff
changeset
|
283 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(TextVertex), &buf[0].r) |
461
6af3854ed826
Make NativeText work with the fixed pipeline.
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diff
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|
284 else: |
627
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Use a specific vbo/vao pair for text rendering.
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diff
changeset
|
285 glBindBuffer(GL_ARRAY_BUFFER, self.text_vbo) |
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parents:
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diff
changeset
|
286 glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(TextVertex), buf, GL_DYNAMIC_DRAW) |
558
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Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
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diff
changeset
|
287 glBindBuffer(GL_ARRAY_BUFFER, 0) |
461
6af3854ed826
Make NativeText work with the fixed pipeline.
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parents:
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diff
changeset
|
288 |
558
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Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
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parents:
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diff
changeset
|
289 if use_vao: |
627
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Use a specific vbo/vao pair for text rendering.
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diff
changeset
|
290 glBindVertexArray(self.text_vao) |
558
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Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
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diff
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|
291 else: |
627
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Use a specific vbo/vao pair for text rendering.
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diff
changeset
|
292 self.set_text_state() |
461
6af3854ed826
Make NativeText work with the fixed pipeline.
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parents:
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diff
changeset
|
293 |
539
d6d9a711253d
Fix text sometimes being drawn with a wrong blend func.
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diff
changeset
|
294 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) |
456
cae1ae9de430
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|
295 glBindTexture(GL_TEXTURE_2D, texture) |
611
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|
296 |
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|
297 if is_legacy: |
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|
298 glDrawArrays(primitive_mode, 0, 4 * length) |
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|
299 else: |
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changeset
|
300 nb_indices = 5 * length - 1 if use_primitive_restart else 6 * length |
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changeset
|
301 glDrawElements(primitive_mode, nb_indices, GL_UNSIGNED_SHORT, indices) |
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302 |
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|
303 if use_debug_group: |
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|
304 glPopDebugGroup() |