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  SSK7  SSKJr  S r\R                  " \5      R                  S	S5      r\R                  " \5      R#                  S	S
 SSS9r\R                  " \5      R                  SS5      r\R                  " \5      R                  SS5      r\R                  " \5      R#                  SS SSS9r\R                  " \5      R#                  S\
R,                  SSS9r\R                  " \5      R#                  SSSS9rSSKJr  SSKJr  SSKJrJr  \" \5      SS j5       r\" \5      SS j5       rg)a  OpenGL extension ARB.vertex_buffer_object

This module customises the behaviour of the 
OpenGL.raw.GL.ARB.vertex_buffer_object to provide a more 
Python-friendly API

Overview (from the spec)
        
        This extension defines an interface that allows various types of data
        (especially vertex array data) to be cached in high-performance
        graphics memory on the server, thereby increasing the rate of data
        transfers.
        
        Chunks of data are encapsulated within "buffer objects", which
        conceptually are nothing more than arrays of bytes, just like any
        chunk of memory.  An API is provided whereby applications can read
        from or write to buffers, either via the GL itself (glBufferData,
        glBufferSubData, glGetBufferSubData) or via a pointer to the memory.
        
        The latter technique is known as "mapping" a buffer.  When an
        application maps a buffer, it is given a pointer to the memory.  When
        the application finishes reading from or writing to the memory, it is
        required to "unmap" the buffer before it is once again permitted to
        use that buffer as a GL data source or sink.  Mapping often allows
        applications to eliminate an extra data copy otherwise required to
        access the buffer, thereby enhancing performance.  In addition,
        requiring that applications unmap the buffer to use it as a data
        source or sink ensures that certain classes of latent synchronization
        bugs cannot occur.
        
        Although this extension only defines hooks for buffer objects to be
        used with OpenGL's vertex array APIs, the API defined in this
        extension permits buffer objects to be used as either data sources or
        sinks for any GL command that takes a pointer as an argument.
        Normally, in the absence of this extension, a pointer passed into the
        GL is simply a pointer to the user's data.  This extension defines
        a mechanism whereby this pointer is used not as a pointer to the data
        itself, but as an offset into a currently bound buffer object.  The
        buffer object ID zero is reserved, and when buffer object zero is
        bound to a given target, the commands affected by that buffer binding
        behave normally.  When a nonzero buffer ID is bound, then the pointer
        represents an offset.
        
        In the case of vertex arrays, this extension defines not merely one
        binding for all attributes, but a separate binding for each
        individual attribute.  As a result, applications can source their
        attributes from multiple buffers.  An application might, for example,
        have a model with constant texture coordinates and variable geometry.
        The texture coordinates might be retrieved from a buffer object with
        the usage mode "STATIC_DRAW", indicating to the GL that the
        application does not expect to update the contents of the buffer
        frequently or even at all, while the vertices might be retrieved from
        a buffer object with the usage mode "STREAM_DRAW", indicating that
        the vertices will be updated on a regular basis.
        
        In addition, a binding is defined by which applications can source
        index data (as used by DrawElements, DrawRangeElements, and
        MultiDrawElements) from a buffer object.  On some platforms, this
        enables very large models to be rendered with no more than a few
        small commands to the graphics device.
        
        It is expected that a future extension will allow sourcing pixel data
        from and writing pixel data to a buffer object.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/vertex_buffer_object.txt
    )platformconstantarrays)
extensionswrapperN)_types_glgets)*)_EXTENSION_NAMEc                  :    SSK Jn   U R                  " [        5      $ )z=Return boolean indicating whether this extension is availabler   r   )OpenGLr   hasGLExtensionr   r   s    \/home/wildlama/miniconda3/lib/python3.13/site-packages/OpenGL/GL/ARB/vertex_buffer_object.pyglInitVertexBufferObjectARBr   K   s    !$$o77    buffersc                     U 4$ N xs    r   <lambda>r   U   s    QDr   nT)sizepnameArgorPassIndatac                     U 4$ r   r   r   s    r   r   r   `   s    !r   r   paramspname)   )r   r   )lazy)ArrayDatatype)longinteger_typesc                     Uc  UnUnSn[         R                  " U5      nUc  [         R                  " U5      nU " XX45      $ )a  Copy given data into the currently bound vertex-buffer-data object

target -- the symbolic constant indicating which buffer type is intended
size -- if provided, the count-in-bytes of the array
data -- data-pointer to be used, may be None to initialize without 
    copying over a data-set 
usage -- hint to the driver as to how to set up access to the buffer 

Note: parameter "size" can be omitted, which makes the signature
    glBufferData( target, data, usage )
instead of:
    glBufferData( target, size, data, usage )
N)r$   asArrayarrayByteCount)baseOperationtargetr   r   usages        r   glBufferDataARBr-   m   sJ     }  $(D|++T3&55r   c                 >   Uc  Uc  [        S5      eO[        U[        5      (       d  Uc  UnSn Ub  [        U5      n[        R
                  " U5      nUc  [        R                  " U5      nU " XX45      $ ! [          a  nUb  [        S5      eUnSn SnANYSnAff = f)aH  Copy subset of data into the currently bound vertex-buffer-data object

target -- the symbolic constant indicating which buffer type is intended
offset -- offset from beginning of buffer at which to copy bytes
size -- the count-in-bytes of the array (if an int/long), if None,
    calculate size from data, if an array and data is None, use as
    data (i.e. the parameter can be omitted and calculated)
data -- data-pointer to be used, may be None to initialize without
    copying over a data-set

Note that if size is not an int/long it is considered to be data
*iff* data is None
NzNeed data or sizez2Expect an integer size *or* a data-array, not both)	TypeError
isinstancer&   intr$   r(   r)   )r*   r+   offsetr   r   errs         r   glBufferSubDataARBr4      s     |<022 $..T\	;D   $(D|++T3&$66  H  s   A6 6
B BB)NN) __doc__r   r   r   r   r   r   ctypesOpenGL.raw.GLr   r	   &OpenGL.raw.GL.ARB.vertex_buffer_objectr   r   glDeleteBuffersARBsetInputArraySizeglGenBuffersARB	setOutputr-   r4   glGetBufferSubDataARBglGetBufferParameterivARB_glget_size_mappingglGetBufferPointervARBOpenGL.lazywrapperr#   _lazyOpenGL.arraysr$   OpenGL._bytesr%   r&   r   r   r   <module>rE      sy  BF . - &  ) 4 B8 ??#56HHt  0::=#t ;  0BB
D ??#56HH
D  oo&;<FF
vt G   "//*CDNN'--w O   '=>HH$ I   - ' ,6 6. !7 !7r   