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from OpenGL import GL
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from pygly .shader import Shader , VertexShader , FragmentShader , ShaderProgram
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- from pygly .dtype_vertex_buffer import DtypeVertexBuffer
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+ from pygly .vertex_buffer import VertexBuffer
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from pygly .vertex_array import VertexArray
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@@ -89,11 +89,10 @@ def __init__( self ):
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# we pass in a list of regions we want to define
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# we only have 1 region here
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# for each region, we pass in how many rows, and the dtype
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- self .buffer = DtypeVertexBuffer (
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- vertices . dtype ,
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+ self .buffer = VertexBuffer . buffer (
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+ vertices ,
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GL .GL_ARRAY_BUFFER ,
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- GL .GL_STATIC_DRAW ,
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- data = vertices
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+ GL .GL_STATIC_DRAW
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)
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self .vao = VertexArray ()
@@ -105,19 +104,23 @@ def __init__( self ):
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# create our vertex array
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self .vao .bind ()
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self .buffer .bind ()
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- self .buffer . set_attribute_pointer_dtype ( self .shader , 'in_position' , 'position' )
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- self .buffer . set_attribute_pointer_dtype ( self .shader , 'in_uv' , 'texture_coord' )
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+ self .buffer [ 'position' ] = self .shader [ 'in_position' ]
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+ self .buffer [ 'texture_coord' ] = self .shader [ 'in_uv' ]
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self .buffer .unbind ()
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self .vao .unbind ()
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+ #self.buffer['position'] = self.shader['in_position']
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+
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def draw ( self , projection , model_view ):
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+ global vertices
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+
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self .shader .bind ()
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- self .shader .uniforms ['projection' ].value = projection
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- self .shader .uniforms ['model_view' ].value = model_view
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- self .shader .uniforms ['in_diffuse_texture' ].value = 0
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+ self .shader .uniforms [ 'projection' ].value = projection
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+ self .shader .uniforms [ 'model_view' ].value = model_view
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+ self .shader .uniforms [ 'in_diffuse_texture' ].value = 0
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self .vao .bind ()
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- GL .glDrawArrays ( GL .GL_TRIANGLES , 0 , self . buffer . rows )
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+ GL .glDrawArrays ( GL .GL_TRIANGLES , 0 , len ( vertices ) )
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self .vao .unbind ()
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self .shader .unbind ()
@@ -182,6 +185,8 @@ def __init__( self ):
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)
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def draw ( self ):
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+ global vertices
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+
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if self .use_shaders :
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self .shader .bind ()
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@@ -192,7 +197,7 @@ def draw( self ):
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self .buffer .set_vertex_pointer_dtype ( 'position' )
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self .buffer .set_texture_coord_pointer_dtype ( 'texture_coord' )
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- GL .glDrawArrays ( GL .GL_TRIANGLES , 0 , self . buffer . rows )
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+ GL .glDrawArrays ( GL .GL_TRIANGLES , 0 , len ( vertices ) )
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self .buffer .pop_attributes ()
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self .buffer .unbind ()
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