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"""Exceptional cases that need some extra wrapping"""
from OpenGL import arrays
from OpenGL.arrays.arraydatatype import GLfloatArray
from OpenGL.lazywrapper import lazy as _lazy
from OpenGL.GL.VERSION import GL_1_1 as full
from OpenGL.raw.GL import _errors
from OpenGL._bytes import bytes
from OpenGL import _configflags
from OpenGL._null import NULL as _NULL
import ctypes

__all__ = [
    'glBegin',
    'glCallLists',
    'glColor',
    'glDeleteTextures',
    'glEnd',
    'glMap1d',
    'glMap1f',
    'glMap2d',
    'glMap2f',
    'glMaterial',
    'glRasterPos',
    'glTexParameter',
    'glVertex',
    'glAreTexturesResident',
]

glRasterPosDispatch = {
    2: full.glRasterPos2d,
    3: full.glRasterPos3d,
    4: full.glRasterPos4d,
}

if _configflags.ERROR_CHECKING:
    @_lazy( full.glBegin )
    def glBegin( baseFunction, mode ):
        """Begin GL geometry-definition mode, disable automatic error checking"""
        _errors._error_checker.onBegin( )
        return baseFunction( mode )
    @_lazy( full.glEnd )
    def glEnd( baseFunction ):
        """Finish GL geometry-definition mode, re-enable automatic error checking"""
        _errors._error_checker.onEnd( )
        return baseFunction( )
else:
    glBegin = full.glBegin
    glEnd = full.glEnd

@_lazy( full.glDeleteTextures )
def glDeleteTextures( baseFunction, size, array=_NULL ):
    """Delete specified set of textures
    
    If array is *not* passed then `size` must be a `GLuintArray`
    compatible object which can be sized using `arraySize`, the 
    result of which will be used as size.
    """
    if array is _NULL:
        ptr = arrays.GLuintArray.asArray( size )
        size = arrays.GLuintArray.arraySize( ptr )
    else:
        ptr = array
    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( full.glMap2d, arrays.GLdoubleArray )
glMap2f = glMap2( full.glMap2f, arrays.GLfloatArray )
try:
    del glMap2
except NameError as err:
    pass

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( full.glMap1d, arrays.GLdoubleArray )
glMap1f = glMap1( full.glMap1f, arrays.GLfloatArray )
try:
    del glMap1
except NameError as err:
    pass

def glRasterPos( *args ):
    """Choose glRasterPosX based on number of args"""
    if len(args) == 1:
        # v form...
        args = args[0]
    function = glRasterPosDispatch[ len(args) ]
    return function( *args )

glVertexDispatch = {
    2: full.glVertex2d,
    3: full.glVertex3d,
    4: full.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( full.glCallLists )
def glCallLists( baseFunction, lists, *args ):
    """glCallLists( bytes( 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, bytes ):
            return baseFunction(
                len(lists),
                full.GL_UNSIGNED_BYTE,
                ctypes.c_void_p(arrays.GLubyteArray.dataPointer( lists )),
            )
        ptr = arrays.GLuintArray.asArray( lists )
        size = arrays.GLuintArray.arraySize( ptr )
        return baseFunction(
            size,
            full.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 full.glTexParameterf( target, pname, parameter )
    elif isinstance( parameter, int ):
        return full.glTexParameteri( target, pname, parameter )
    else:
        value = GLfloatArray.asArray( parameter, full.GL_FLOAT )
        return full.glTexParameterfv( target, pname, value )

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 full.glMaterialfv( faces, constant, arg )
    else:
        return full.glMaterialf( faces, constant, *args )

glColorDispatch = {
    3: full.glColor3fv,
    4: full.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 full.glColor2d( *args )
    elif arglen == 3:
        return full.glColor3d( *args )
    elif arglen == 4:
        return full.glColor4d( *args )
    else:
        raise ValueError( """Don't know how to handle arguments: %s"""%(args,))


# Rectagle coordinates,
@_lazy( full.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:
            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

Filemanager

Name Type Size Permission Actions
AMD Folder 0755
ANGLE Folder 0755
APPLE Folder 0755
ARB Folder 0755
ARM Folder 0755
ATI Folder 0755
DFX Folder 0755
DMP Folder 0755
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SUNX Folder 0755
VERSION Folder 0755
VIV Folder 0755
WIN Folder 0755
__pycache__ Folder 0755
__init__.py File 1.46 KB 0644
exceptional.py File 8.31 KB 0644
feedback.py File 3.34 KB 0644
framebufferobjects.py File 2.91 KB 0644
glget.py File 710 B 0644
images.py File 20.96 KB 0644
pointers.py File 13.95 KB 0644
selection.py File 2.33 KB 0644
shaders.py File 8.78 KB 0644
vboimplementation.py File 694 B 0644
Filemanager