Mercurial > touhou
annotate pytouhou/ui/opengl/background.pyx @ 586:4b0593da29d5
Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 08 Oct 2014 16:34:24 +0200 |
parents | e0166cda75d5 |
children | 974decb8df4f |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2013 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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, realloc |
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16 |
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17 from pytouhou.lib.opengl cimport \ |
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18 (glVertexPointer, glTexCoordPointer, glColorPointer, |
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19 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, |
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20 glBindTexture, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, |
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21 GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_FLOAT, GL_SRC_ALPHA, |
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22 GL_ONE_MINUS_SRC_ALPHA, GL_TEXTURE_2D, glGenBuffers, glEnable, |
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23 glDisable, GL_DEPTH_TEST, glDrawElements, GL_TRIANGLES, |
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24 GL_UNSIGNED_SHORT, GL_ELEMENT_ARRAY_BUFFER, glDeleteBuffers, |
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25 glGenVertexArrays, glDeleteVertexArrays, glBindVertexArray, |
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26 glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, |
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27 GL_TRIANGLE_STRIP) |
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28 |
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29 from .sprite cimport get_sprite_rendering_data |
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30 from .backend cimport is_legacy, use_debug_group, use_vao, use_primitive_restart |
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31 |
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32 |
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33 cdef class BackgroundRenderer: |
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34 def __dealloc__(self): |
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35 if is_legacy: |
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36 if self.vertex_buffer != NULL: |
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37 free(self.vertex_buffer) |
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38 if self.indices != NULL: |
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39 free(self.indices) |
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40 else: |
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41 glDeleteBuffers(1, &self.vbo) |
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42 glDeleteBuffers(1, &self.ibo) |
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43 |
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44 if use_vao: |
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45 glDeleteVertexArrays(1, &self.vao) |
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46 |
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47 |
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48 def __init__(self): |
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49 if not is_legacy: |
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50 if use_debug_group: |
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51 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background creation") |
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52 |
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53 glGenBuffers(1, &self.vbo) |
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54 glGenBuffers(1, &self.ibo) |
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55 |
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56 if use_vao: |
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57 glGenVertexArrays(1, &self.vao) |
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58 glBindVertexArray(self.vao) |
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59 self.set_state() |
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60 glBindVertexArray(0) |
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61 |
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62 if use_debug_group: |
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63 glPopDebugGroup() |
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64 |
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65 |
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66 cdef void set_state(self) nogil: |
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67 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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68 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo) |
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69 |
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70 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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71 glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(Vertex), <void*>0) |
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72 glEnableVertexAttribArray(0) |
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73 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) |
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74 glEnableVertexAttribArray(1) |
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75 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) |
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76 glEnableVertexAttribArray(2) |
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77 |
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78 |
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79 cdef void render_background(self): |
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80 if use_debug_group: |
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81 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background drawing") |
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82 |
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83 if is_legacy: |
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84 indices = self.indices |
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85 glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].x) |
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86 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) |
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87 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r) |
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88 else: |
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89 indices = NULL |
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90 if use_vao: |
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91 glBindVertexArray(self.vao) |
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92 else: |
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93 self.set_state() |
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94 |
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95 glEnable(GL_DEPTH_TEST) |
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96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) |
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97 glBindTexture(GL_TEXTURE_2D, self.texture) |
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98 glDrawElements(GL_TRIANGLE_STRIP if use_primitive_restart else GL_TRIANGLES, self.nb_indices, GL_UNSIGNED_SHORT, indices) |
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99 glDisable(GL_DEPTH_TEST) |
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100 |
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101 if not is_legacy: |
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102 if use_vao: |
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103 glBindVertexArray(0) |
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104 else: |
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105 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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106 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) |
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107 |
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108 if use_debug_group: |
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109 glPopDebugGroup() |
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110 |
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111 |
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112 cdef void load(self, background, GLuint[MAX_TEXTURES] textures): |
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113 cdef float ox, oy, oz, ox2, oy2, oz2 |
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114 cdef GLsizei nb_vertices = 0, nb_indices = 0 |
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115 |
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116 vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex)) |
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117 indices = <GLushort*> malloc(65536 * sizeof(GLushort)) |
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118 |
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119 for ox, oy, oz, model_id, model in background.object_instances: |
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120 for ox2, oy2, oz2, width_override, height_override, sprite in model: |
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121 #TODO: view frustum culling |
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122 data = get_sprite_rendering_data(sprite) |
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123 key = data.key |
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124 |
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125 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = data.pos[0], data.pos[1], data.pos[2], data.pos[3], data.pos[4], data.pos[5], data.pos[6], data.pos[7], data.pos[8], data.pos[9], data.pos[10], data.pos[11] |
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126 r, g, b, a = data.color[0], data.color[1], data.color[2], data.color[3] |
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127 |
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128 # Pack data |
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129 vertex_buffer[nb_vertices] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, data.left, data.bottom, r, g, b, a) |
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130 vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, data.right, data.bottom, r, g, b, a) |
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131 vertex_buffer[nb_vertices+2] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, data.left, data.top, r, g, b, a) |
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132 vertex_buffer[nb_vertices+3] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, data.right, data.top, r, g, b, a) |
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133 |
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134 # Add indices |
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135 if use_primitive_restart: |
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136 indices[nb_indices] = nb_vertices |
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137 indices[nb_indices+1] = nb_vertices + 1 |
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138 indices[nb_indices+2] = nb_vertices + 2 |
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139 indices[nb_indices+3] = nb_vertices + 3 |
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140 indices[nb_indices+4] = 0xFFFF |
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141 else: |
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142 indices[nb_indices] = nb_vertices |
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143 indices[nb_indices+1] = nb_vertices + 1 |
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144 indices[nb_indices+2] = nb_vertices + 2 |
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145 indices[nb_indices+3] = nb_vertices + 1 |
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146 indices[nb_indices+4] = nb_vertices + 2 |
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147 indices[nb_indices+5] = nb_vertices + 3 |
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148 |
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149 nb_vertices += 4 |
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150 nb_indices += 5 if use_primitive_restart else 6 |
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151 |
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152 # We only need to keep the rendered vertices and indices in memory, |
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153 # either in RAM or in VRAM, they will never change until we implement |
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154 # background animation. |
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155 |
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156 self.texture = textures[key >> 1] |
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157 self.nb_indices = nb_indices |
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158 |
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159 if is_legacy: |
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160 self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex)) |
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161 self.indices = <GLushort*> realloc(indices, nb_indices * sizeof(GLushort)) |
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162 else: |
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163 if use_debug_group: |
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164 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background uploading") |
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165 |
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166 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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167 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), vertex_buffer, GL_STATIC_DRAW) |
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168 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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169 |
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170 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo) |
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171 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nb_indices * sizeof(GLushort), indices, GL_STATIC_DRAW) |
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172 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) |
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173 |
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174 if use_debug_group: |
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175 glPopDebugGroup() |