annotate pytouhou/ui/renderer.pyx @ 422:52829ebe2561

Refactor window management in its own class.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 16 Jul 2013 21:07:15 +0200
parents 5fe6cd6ceb48
children d8630c086926
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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, realloc
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16 from itertools import chain
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17
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18 import ctypes
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19
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20 from struct import pack
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21
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22 from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer,
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23 glVertexAttribPointer, glEnableVertexAttribArray,
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24 glBlendFunc, glBindTexture, glDrawElements,
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25 glBindBuffer, glBufferData, GL_ARRAY_BUFFER,
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26 GL_DYNAMIC_DRAW, GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT,
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27 GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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28 GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES,
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29 glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS)
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30
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31 from .sprite cimport get_sprite_rendering_data
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32 from .texture cimport TextureManager
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33
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34
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35 MAX_ELEMENTS = 640*4*3
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37
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38 cdef class Renderer:
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39 def __cinit__(self):
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40 # Allocate buffers
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41 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
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42 self.background_vertex_buffer = <VertexFloat*> malloc(65536 * sizeof(Vertex))
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43
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44
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45 def __dealloc__(self):
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46 free(self.vertex_buffer)
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47 free(self.background_vertex_buffer)
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48
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49
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50 def __init__(self, resource_loader):
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51 self.texture_manager = TextureManager(resource_loader)
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52
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53
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54 cpdef render_elements(self, elements):
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55 cdef unsigned short nb_vertices = 0
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56
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57 indices_by_texture = {}
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58
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59 objects = chain(*[element.objects for element in elements])
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60 for element in objects:
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61 if nb_vertices >= MAX_ELEMENTS - 4:
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62 break
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63
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64 sprite = element.sprite
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65 if sprite and sprite.visible:
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66 ox, oy = element.x, element.y
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67 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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68 rec = indices_by_texture.setdefault(key, [])
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69
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70 # Pack data in buffer
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71 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices
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72 left, right, bottom, top = uvs
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73 r, g, b, a = colors
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74 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a)
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75 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a)
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76 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a)
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77 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a)
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78
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79 # Add indices
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80 index = nb_vertices
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81 rec.extend((index, index + 1, index + 2, index + 2, index + 3, index))
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82
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83 nb_vertices += 4
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84
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85 if nb_vertices == 0:
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86 return
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87
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88 if self.use_fixed_pipeline:
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89 glVertexPointer(3, GL_INT, sizeof(Vertex), <long> &self.vertex_buffer[0].x)
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90 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), <long> &self.vertex_buffer[0].u)
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91 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), <long> &self.vertex_buffer[0].r)
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92 else:
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93 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
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94 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), <long> &self.vertex_buffer[0], GL_DYNAMIC_DRAW)
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95
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96 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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97 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), 0)
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98 glEnableVertexAttribArray(0)
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99 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), 12)
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100 glEnableVertexAttribArray(1)
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101 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), 20)
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102 glEnableVertexAttribArray(2)
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103
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104 for (texture_key, blendfunc), indices in indices_by_texture.items():
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105 nb_indices = len(indices)
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106 indices = pack(str(nb_indices) + 'H', *indices)
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107 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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108 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key])
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109 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices)
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110
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111 if not self.use_fixed_pipeline:
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112 glBindBuffer(GL_ARRAY_BUFFER, 0)
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113
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114
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115 cpdef render_background(self):
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116 if self.use_fixed_pipeline:
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117 glVertexPointer(3, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].x)
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118 glTexCoordPointer(2, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].u)
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119 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].r)
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120 else:
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121 glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo)
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122
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123 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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124 glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(VertexFloat), 0)
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125 glEnableVertexAttribArray(0)
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126 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(VertexFloat), 12)
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127 glEnableVertexAttribArray(1)
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128 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(VertexFloat), 20)
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129 glEnableVertexAttribArray(2)
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130
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131 glEnable(GL_DEPTH_TEST)
399
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132 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[self.blendfunc])
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133 glBindTexture(GL_TEXTURE_2D, self.texture_manager[self.texture_key])
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134 glDrawArrays(GL_QUADS, 0, self.nb_vertices)
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135 glDisable(GL_DEPTH_TEST)
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136
399
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137 if not self.use_fixed_pipeline:
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138 glBindBuffer(GL_ARRAY_BUFFER, 0)
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139
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140
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141 cpdef prerender_background(self, background):
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142 cdef float ox, oy, oz, ox2, oy2, oz2
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143 cdef unsigned short nb_vertices = 0
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144 cdef VertexFloat* vertex_buffer
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145
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146 vertex_buffer = self.background_vertex_buffer
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147
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148 for ox, oy, oz, model_id, model in background.object_instances:
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149 for ox2, oy2, oz2, width_override, height_override, sprite in model:
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150 #TODO: view frustum culling
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151 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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152 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices
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153 left, right, bottom, top = uvs
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154 r, g, b, a = colors
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155
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156 vertex_buffer[nb_vertices] = VertexFloat(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a)
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157 vertex_buffer[nb_vertices+1] = VertexFloat(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a)
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158 vertex_buffer[nb_vertices+2] = VertexFloat(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a)
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159 vertex_buffer[nb_vertices+3] = VertexFloat(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a)
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160
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161 nb_vertices += 4
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162
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163 self.texture_key, self.blendfunc = key
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164 self.nb_vertices = nb_vertices
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165 self.background_vertex_buffer = <VertexFloat*> realloc(vertex_buffer, nb_vertices * sizeof(VertexFloat))
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166
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167 if not self.use_fixed_pipeline:
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168 glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo)
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169 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(VertexFloat), <long> &self.background_vertex_buffer[0], GL_STATIC_DRAW)
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170 glBindBuffer(GL_ARRAY_BUFFER, 0)