Package glitter
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Package glitter

source code

Intuitive OpenGL wrappers.

Hacking glitter:


To Do:

Author: Stephan Wenger

Date: 2012-02-29

Submodules [hide private]

Variables [hide private]
  __package__ = 'glitter'
  blend_equations = Enum(MAX, SUBTRACT, REVERSE_SUBTRACT, ADD, MIN)
  blend_functions = Enum(SRC_COLOR, ONE_MINUS_SRC_COLOR, ONE_MIN...
  bool8 = int8
  buffer_dimensions_to_primitive = {1: POINTS, 2: LINES, 3: TRIA...
  buffer_usages = Enum(STREAM_DRAW, STREAM_READ, STREAM_COPY, ST...
  client_wait_sync_returns = Enum(ALREADY_SIGNALED, TIMEOUT_EXPI...
  color_read_formats = Enum(BGR, STENCIL_INDEX, DEPTH_COMPONENT,...
  color_read_types = Enum(BYTE, UNSIGNED_BYTE, SHORT, UNSIGNED_S...
  context_manager = ContextManager()
  cull_face_modes = Enum(FRONT_AND_BACK, FRONT, BACK)
  depth_functions = Enum(NEVER, LESS, EQUAL, LEQUAL, GREATER, NO...
  draw_buffers = Enum(NONE, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, ...
  dtype_to_gl_format = {(uint8, 1): GL_RED_INTEGER(36244), (uint...
  dtype_to_gl_iformat = {(uint8, 1): GL_R8UI(33330), (uint8, 2):...
  float32 = float32
  float64 = float64
  fragment_code = '\n#version 400 core\n\nin vec4 ex_color;\nlay...
  fragment_code_2d = '\n#version 400 core\n\nin vec2 ex_texcoord...
  fragment_code_rectangle = '\n#version 400 core\n#extension GL_...
  framebuffer_status = Enum(INCOMPLETE_MULTISAMPLE, INCOMPLETE_L...
  front_face_modes = Enum(CW, CCW)
  gl_format_to_dtype = {GL_RED(6403): (float32, 1), GL_RGB(6407)...
  gl_iformat_to_dtype = {GL_R32F(33326): (float32, 1), GL_RG32F(...
  gl_iformat_to_gl_type = {GL_R32F(33326): GL_FLOAT(5126), GL_RG...
  hints = Enum(DONT_CARE, FASTEST, NICEST)
  int16 = int16
  int32 = int32
  int64 = int64
  int8 = int8
  logic_op_modes = Enum(CLEAR, AND, AND_REVERSE, COPY, AND_INVER...
  polygon_modes = Enum(POINT, LINE, FILL)
  primitive_to_buffer_dimensions = {LINES: 2, POINTS: 1, TRIANGL...
  primitive_types = Enum(POINTS, LINES, LINE_LOOP, LINE_STRIP, T...
  provoke_modes = Enum(FIRST_VERTEX_CONVENTION, LAST_VERTEX_CONV...
  provoking_vertices = Enum(UNDEFINED, FIRST, LAST, PROVOKING)
  quad_indices = ((0, 1, 2), (0, 2, 3))
  quad_vertices = ((-1.0, -1.0), (-1.0, 1.0), (1.0, 1.0), (1.0, ...
  read_buffers = Enum(NONE, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, ...
  shader_atomic_uint = ShaderDatatype("atomic_uint", _gl.GL_UNSI...
  shader_bool = ShaderDatatype("bool", _gl.GL_BOOL, dtype= bool8)
  shader_bvec2 = ShaderDatatype("bvec2", _gl.GL_BOOL_VEC2, dtype...
  shader_bvec3 = ShaderDatatype("bvec3", _gl.GL_BOOL_VEC3, dtype...
  shader_bvec4 = ShaderDatatype("bvec4", _gl.GL_BOOL_VEC4, dtype...
  shader_dmat2 = ShaderDatatype("dmat2", _gl.GL_DOUBLE_MAT2, dty...
  shader_dmat3 = ShaderDatatype("dmat3", _gl.GL_DOUBLE_MAT3, dty...
  shader_dmat4 = ShaderDatatype("dmat4", _gl.GL_DOUBLE_MAT4, dty...
  shader_double = ShaderDatatype("double", _gl.GL_DOUBLE, dtype=...
  shader_dvec2 = ShaderDatatype("dvec2", _gl.GL_DOUBLE_VEC2, dty...
  shader_dvec3 = ShaderDatatype("dvec3", _gl.GL_DOUBLE_VEC3, dty...
  shader_dvec4 = ShaderDatatype("dvec4", _gl.GL_DOUBLE_VEC4, dty...
  shader_float = ShaderDatatype("float", _gl.GL_FLOAT, dtype= fl...
  shader_iimage1D = ShaderDatatype("iimage1D", _gl.GL_INT_IMAGE_...
  shader_iimage1DArray = ShaderDatatype("iimage1DArray", _gl.GL_...
  shader_iimage2D = ShaderDatatype("iimage2D", _gl.GL_INT_IMAGE_...
  shader_iimage2DArray = ShaderDatatype("iimage2DArray", _gl.GL_...
  shader_iimage2DMS = ShaderDatatype("iimage2DMS", _gl.GL_INT_IM...
  shader_iimage2DMSArray = ShaderDatatype("iimage2DMSArray", _gl...
  shader_iimage2DRect = ShaderDatatype("iimage2DRect", _gl.GL_IN...
  shader_iimage3D = ShaderDatatype("iimage3D", _gl.GL_INT_IMAGE_...
  shader_iimageBuffer = ShaderDatatype("iimageBuffer", _gl.GL_IN...
  shader_iimageCube = ShaderDatatype("iimageCube", _gl.GL_INT_IM...
  shader_image1D = ShaderDatatype("image1D", _gl.GL_IMAGE_1D, te...
  shader_image1DArray = ShaderDatatype("image1DArray", _gl.GL_IM...
  shader_image2D = ShaderDatatype("image2D", _gl.GL_IMAGE_2D, te...
  shader_image2DArray = ShaderDatatype("image2DArray", _gl.GL_IM...
  shader_image2DMS = ShaderDatatype("image2DMS", _gl.GL_IMAGE_2D...
  shader_image2DMSArray = ShaderDatatype("image2DMSArray", _gl.G...
  shader_image2DRect = ShaderDatatype("image2DRect", _gl.GL_IMAG...
  shader_image3D = ShaderDatatype("image3D", _gl.GL_IMAGE_3D, te...
  shader_imageBuffer = ShaderDatatype("imageBuffer", _gl.GL_IMAG...
  shader_imageCube = ShaderDatatype("imageCube", _gl.GL_IMAGE_CU...
  shader_int = ShaderDatatype("int", _gl.GL_INT, dtype= int32)
  shader_isampler1D = ShaderDatatype("isampler1D", _gl.GL_INT_SA...
  shader_isampler1DArray = ShaderDatatype("isampler1DArray", _gl...
  shader_isampler2D = ShaderDatatype("isampler2D", _gl.GL_INT_SA...
  shader_isampler2DArray = ShaderDatatype("isampler2DArray", _gl...
  shader_isampler2DMS = ShaderDatatype("isampler2DMS", _gl.GL_IN...
  shader_isampler2DMSArray = ShaderDatatype("isampler2DMSArray",...
  shader_isampler2DRect = ShaderDatatype("isampler2DRect", _gl.G...
  shader_isampler3D = ShaderDatatype("isampler3D", _gl.GL_INT_SA...
  shader_isamplerBuffer = ShaderDatatype("isamplerBuffer", _gl.G...
  shader_isamplerCube = ShaderDatatype("isamplerCube", _gl.GL_IN...
  shader_ivec2 = ShaderDatatype("ivec2", _gl.GL_INT_VEC2, dtype=...
  shader_ivec3 = ShaderDatatype("ivec3", _gl.GL_INT_VEC3, dtype=...
  shader_ivec4 = ShaderDatatype("ivec4", _gl.GL_INT_VEC4, dtype=...
  shader_mat2 = ShaderDatatype("mat2", _gl.GL_FLOAT_MAT2, dtype=...
  shader_mat3 = ShaderDatatype("mat3", _gl.GL_FLOAT_MAT3, dtype=...
  shader_mat4 = ShaderDatatype("mat4", _gl.GL_FLOAT_MAT4, dtype=...
  shader_sampler1D = ShaderDatatype("sampler1D", _gl.GL_SAMPLER_...
  shader_sampler1DArray = ShaderDatatype("sampler1DArray", _gl.G...
  shader_sampler1DArrayShadow = ShaderDatatype("sampler1DArraySh...
  shader_sampler1DShadow = ShaderDatatype("sampler1DShadow", _gl...
  shader_sampler2D = ShaderDatatype("sampler2D", _gl.GL_SAMPLER_...
  shader_sampler2DArray = ShaderDatatype("sampler2DArray", _gl.G...
  shader_sampler2DArrayShadow = ShaderDatatype("sampler2DArraySh...
  shader_sampler2DMS = ShaderDatatype("sampler2DMS", _gl.GL_SAMP...
  shader_sampler2DMSArray = ShaderDatatype("sampler2DMSArray", _...
  shader_sampler2DRect = ShaderDatatype("sampler2DRect", _gl.GL_...
  shader_sampler2DRectShadow = ShaderDatatype("sampler2DRectShad...
  shader_sampler2DShadow = ShaderDatatype("sampler2DShadow", _gl...
  shader_sampler3D = ShaderDatatype("sampler3D", _gl.GL_SAMPLER_...
  shader_samplerBuffer = ShaderDatatype("samplerBuffer", _gl.GL_...
  shader_samplerCube = ShaderDatatype("samplerCube", _gl.GL_SAMP...
  shader_samplerCubeShadow = ShaderDatatype("samplerCubeShadow",...
  shader_uimage1D = ShaderDatatype("uimage1D", _gl.GL_UNSIGNED_I...
  shader_uimage1DArray = ShaderDatatype("uimage1DArray", _gl.GL_...
  shader_uimage2D = ShaderDatatype("uimage2D", _gl.GL_UNSIGNED_I...
  shader_uimage2DArray = ShaderDatatype("uimage2DArray", _gl.GL_...
  shader_uimage2DMS = ShaderDatatype("uimage2DMS", _gl.GL_UNSIGN...
  shader_uimage2DMSArray = ShaderDatatype("uimage2DMSArray", _gl...
  shader_uimage2DRect = ShaderDatatype("uimage2DRect", _gl.GL_UN...
  shader_uimage3D = ShaderDatatype("uimage3D", _gl.GL_UNSIGNED_I...
  shader_uimageBuffer = ShaderDatatype("uimageBuffer", _gl.GL_UN...
  shader_uimageCube = ShaderDatatype("uimageCube", _gl.GL_UNSIGN...
  shader_unsigned_int = ShaderDatatype("unsigned int", _gl.GL_UN...
  shader_usampler1D = ShaderDatatype("usampler1D", _gl.GL_UNSIGN...
  shader_usampler1DArray = ShaderDatatype("usampler1DArray", _gl...
  shader_usampler2D = ShaderDatatype("usampler2D", _gl.GL_UNSIGN...
  shader_usampler2DArray = ShaderDatatype("usampler2DArray", _gl...
  shader_usampler2DMS = ShaderDatatype("usampler2DMS", _gl.GL_UN...
  shader_usampler2DMSArray = ShaderDatatype("usampler2DMSArray",...
  shader_usampler2DRect = ShaderDatatype("usampler2DRect", _gl.G...
  shader_usampler3D = ShaderDatatype("usampler3D", _gl.GL_UNSIGN...
  shader_usamplerBuffer = ShaderDatatype("usamplerBuffer", _gl.G...
  shader_usamplerCube = ShaderDatatype("usamplerCube", _gl.GL_UN...
  shader_uvec2 = ShaderDatatype("uvec2", _gl.GL_UNSIGNED_INT_VEC...
  shader_uvec3 = ShaderDatatype("uvec3", _gl.GL_UNSIGNED_INT_VEC...
  shader_uvec4 = ShaderDatatype("uvec4", _gl.GL_UNSIGNED_INT_VEC...
  shader_vec2 = ShaderDatatype("vec2", _gl.GL_FLOAT_VEC2, dtype=...
  shader_vec3 = ShaderDatatype("vec3", _gl.GL_FLOAT_VEC3, dtype=...
  shader_vec4 = ShaderDatatype("vec4", _gl.GL_FLOAT_VEC4, dtype=...
  texture_compare_funcs = Enum(NEVER, LESS, EQUAL, LEQUAL, GREAT...
  texture_compare_modes = Enum(NONE, COMPARE_REF_TO_TEXTURE)
  texture_formats = [((uint8, 1), GL_R8UI(33330), (GL_UNSIGNED_B...
  texture_mag_filters = Enum(NEAREST, LINEAR)
  texture_min_filters = Enum(NEAREST, LINEAR, NEAREST_MIPMAP_LIN...
  texture_swizzles = Enum(ZERO, ONE, RED, GREEN, BLUE, ALPHA)
  texture_wrapmodes = Enum(MIRRORED_REPEAT, REPEAT, CLAMP_TO_BOR...
  transform_feedback_buffer_modes = Enum(INTERLEAVED_ATTRIBS, SE...
  uint16 = uint16
  uint32 = uint32
  uint64 = uint64
  uint8 = uint8
  vertex_code = '\n#version 400 core\n\nlayout(location=0) in ve...
Variables Details [hide private]

blend_functions

Value:
Enum(SRC_COLOR, ONE_MINUS_SRC_COLOR, ONE_MINUS_CONSTANT_COLOR, ONE_MIN\
US_SRC_ALPHA, ONE_MINUS_CONSTANT_ALPHA, ONE_MINUS_DST_ALPHA, DST_COLOR\
, CONSTANT_COLOR, SRC_ALPHA_SATURATE, ONE_MINUS_DST_COLOR, SRC_ALPHA, \
CONSTANT_ALPHA, ONE, DST_ALPHA, ZERO)

buffer_dimensions_to_primitive

Value:
{1: POINTS, 2: LINES, 3: TRIANGLES}

buffer_usages

Value:
Enum(STREAM_DRAW, STREAM_READ, STREAM_COPY, STATIC_DRAW, STATIC_READ, \
STATIC_COPY, DYNAMIC_DRAW, DYNAMIC_READ, DYNAMIC_COPY)

client_wait_sync_returns

Value:
Enum(ALREADY_SIGNALED, TIMEOUT_EXPIRED, CONDITION_SATISFIED, WAIT_FAIL\
ED)

color_read_formats

Value:
Enum(BGR, STENCIL_INDEX, DEPTH_COMPONENT, RED, GREEN, BLUE, RGB, RGBA,\
 BGRA, DEPTH_STENCIL)

color_read_types

Value:
Enum(BYTE, UNSIGNED_BYTE, SHORT, UNSIGNED_SHORT, INT, UNSIGNED_INT, FL\
OAT, HALF_FLOAT, FLOAT_32_UNSIGNED_INT_24_8_REV, UNSIGNED_BYTE_3_3_2, \
UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_INT_8_8_8_8, \
UNSIGNED_INT_10_10_10_2, UNSIGNED_INT_10F_11F_11F_REV, UNSIGNED_INT_5_\
9_9_9_REV, UNSIGNED_BYTE_2_3_3_REV, UNSIGNED_SHORT_5_6_5, UNSIGNED_SHO\
RT_5_6_5_REV, UNSIGNED_SHORT_4_4_4_4_REV, UNSIGNED_SHORT_1_5_5_5_REV, \
UNSIGNED_INT_8_8_8_8_REV, UNSIGNED_INT_2_10_10_10_REV, UNSIGNED_INT_24\
_8)

depth_functions

Value:
Enum(NEVER, LESS, EQUAL, LEQUAL, GREATER, NOTEQUAL, GEQUAL, ALWAYS)

draw_buffers

Value:
Enum(NONE, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, FRONT, BACK, LEFT, RIGH\
T, FRONT_AND_BACK, FRONT_LEFT, COLOR_ATTACHMENT0, COLOR_ATTACHMENT1, C\
OLOR_ATTACHMENT2, COLOR_ATTACHMENT3, COLOR_ATTACHMENT4, COLOR_ATTACHME\
NT5, COLOR_ATTACHMENT6, COLOR_ATTACHMENT7, COLOR_ATTACHMENT8, COLOR_AT\
TACHMENT9, COLOR_ATTACHMENT10, COLOR_ATTACHMENT11, COLOR_ATTACHMENT12,\
 COLOR_ATTACHMENT13, COLOR_ATTACHMENT14, COLOR_ATTACHMENT15)

dtype_to_gl_format

Value:
{(uint8, 1): GL_RED_INTEGER(36244),
 (uint8, 2): GL_RG_INTEGER(33320),
 (uint8, 3): GL_RGB_INTEGER(36248),
 (uint8, 4): GL_RGBA_INTEGER(36249),
 (uint16, 1): GL_RED_INTEGER(36244),
 (uint16, 2): GL_RG_INTEGER(33320),
 (uint16, 3): GL_RGB_INTEGER(36248),
 (uint16, 4): GL_RGBA_INTEGER(36249),
...

dtype_to_gl_iformat

Value:
{(uint8, 1): GL_R8UI(33330),
 (uint8, 2): GL_RG8UI(33336),
 (uint8, 3): GL_RGB8UI(36221),
 (uint8, 4): GL_RGBA8UI(36220),
 (uint16, 1): GL_R16UI(33332),
 (uint16, 2): GL_RG16UI(33338),
 (uint16, 3): GL_RGB16UI(36215),
 (uint16, 4): GL_RGBA16UI(36214),
...

fragment_code

Value:
'''
#version 400 core

in vec4 ex_color;
layout(location=0) out vec4 out_color;

void main() {
    out_color = ex_color;
...

fragment_code_2d

Value:
'''
#version 400 core

in vec2 ex_texcoord;
uniform sampler2D image;
layout(location=0) out vec4 out_color;

void main() {
...

fragment_code_rectangle

Value:
'''
#version 400 core
#extension GL_ARB_texture_rectangle : enable

uniform sampler2DRect image;
layout(location=0) out vec4 out_color;

void main() {
...

framebuffer_status

Value:
Enum(INCOMPLETE_MULTISAMPLE, INCOMPLETE_LAYER_TARGETS, COMPLETE, INCOM\
PLETE_ATTACHMENT, INCOMPLETE_MISSING_ATTACHMENT, UNDEFINED, INCOMPLETE\
_DRAW_BUFFER, INCOMPLETE_READ_BUFFER, UNSUPPORTED)

gl_format_to_dtype

Value:
{GL_RED(6403): (float32, 1),
 GL_RGB(6407): (float32, 3),
 GL_RGBA(6408): (float32, 4),
 GL_RG(33319): (float32, 2),
 GL_RG_INTEGER(33320): (int32, 2),
 GL_RED_INTEGER(36244): (int32, 1),
 GL_RGB_INTEGER(36248): (int32, 3),
 GL_RGBA_INTEGER(36249): (int32, 4)}

gl_iformat_to_dtype

Value:
{GL_R32F(33326): (float32, 1),
 GL_RG32F(33328): (float32, 2),
 GL_R8I(33329): (int8, 1),
 GL_R8UI(33330): (uint8, 1),
 GL_R16I(33331): (int16, 1),
 GL_R16UI(33332): (uint16, 1),
 GL_R32I(33333): (int32, 1),
 GL_R32UI(33334): (uint32, 1),
...

gl_iformat_to_gl_type

Value:
{GL_R32F(33326): GL_FLOAT(5126),
 GL_RG32F(33328): GL_FLOAT(5126),
 GL_R8I(33329): GL_BYTE(5120),
 GL_R8UI(33330): GL_UNSIGNED_BYTE(5121),
 GL_R16I(33331): GL_SHORT(5122),
 GL_R16UI(33332): GL_UNSIGNED_SHORT(5123),
 GL_R32I(33333): GL_INT(5124),
 GL_R32UI(33334): GL_UNSIGNED_INT(5125),
...

logic_op_modes

Value:
Enum(CLEAR, AND, AND_REVERSE, COPY, AND_INVERTED, NOOP, XOR, OR, NOR, \
EQUIV, INVERT, OR_REVERSE, COPY_INVERTED, OR_INVERTED, NAND, SET)

primitive_to_buffer_dimensions

Value:
{LINES: 2, POINTS: 1, TRIANGLES: 3}

primitive_types

Value:
Enum(POINTS, LINES, LINE_LOOP, LINE_STRIP, TRIANGLES, TRIANGLE_STRIP, \
TRIANGLE_FAN, LINES_ADJACENCY, LINE_STRIP_ADJACENCY, TRIANGLES_ADJACEN\
CY, TRIANGLE_STRIP_ADJACENCY, PATCHES)

provoke_modes

Value:
Enum(FIRST_VERTEX_CONVENTION, LAST_VERTEX_CONVENTION)

quad_vertices

Value:
((-1.0, -1.0), (-1.0, 1.0), (1.0, 1.0), (1.0, -1.0))

read_buffers

Value:
Enum(NONE, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, FRONT, BACK, LEFT, RIGH\
T, FRONT_LEFT, COLOR_ATTACHMENT0, COLOR_ATTACHMENT1, COLOR_ATTACHMENT2\
, COLOR_ATTACHMENT3, COLOR_ATTACHMENT4, COLOR_ATTACHMENT5, COLOR_ATTAC\
HMENT6, COLOR_ATTACHMENT7, COLOR_ATTACHMENT8, COLOR_ATTACHMENT9, COLOR\
_ATTACHMENT10, COLOR_ATTACHMENT11, COLOR_ATTACHMENT12, COLOR_ATTACHMEN\
T13, COLOR_ATTACHMENT14, COLOR_ATTACHMENT15)

shader_atomic_uint

Value:
ShaderDatatype("atomic_uint", _gl.GL_UNSIGNED_INT_ATOMIC_COUNTER, dtyp\
e= uint32, atomic= True)

shader_bvec2

Value:
ShaderDatatype("bvec2", _gl.GL_BOOL_VEC2, dtype= bool8, shape= 2)

shader_bvec3

Value:
ShaderDatatype("bvec3", _gl.GL_BOOL_VEC3, dtype= bool8, shape= 3)

shader_bvec4

Value:
ShaderDatatype("bvec4", _gl.GL_BOOL_VEC4, dtype= bool8, shape= 4)

shader_dmat2

Value:
ShaderDatatype("dmat2", _gl.GL_DOUBLE_MAT2, dtype= float64, shape= (2,\
 2))

shader_dmat3

Value:
ShaderDatatype("dmat3", _gl.GL_DOUBLE_MAT3, dtype= float64, shape= (3,\
 3))

shader_dmat4

Value:
ShaderDatatype("dmat4", _gl.GL_DOUBLE_MAT4, dtype= float64, shape= (4,\
 4))

shader_double

Value:
ShaderDatatype("double", _gl.GL_DOUBLE, dtype= float64)

shader_dvec2

Value:
ShaderDatatype("dvec2", _gl.GL_DOUBLE_VEC2, dtype= float64, shape= 2)

shader_dvec3

Value:
ShaderDatatype("dvec3", _gl.GL_DOUBLE_VEC3, dtype= float64, shape= 3)

shader_dvec4

Value:
ShaderDatatype("dvec4", _gl.GL_DOUBLE_VEC4, dtype= float64, shape= 4)

shader_float

Value:
ShaderDatatype("float", _gl.GL_FLOAT, dtype= float32)

shader_iimage1D

Value:
ShaderDatatype("iimage1D", _gl.GL_INT_IMAGE_1D, texture= True)

shader_iimage1DArray

Value:
ShaderDatatype("iimage1DArray", _gl.GL_INT_IMAGE_1D_ARRAY, texture= Tr\
ue)

shader_iimage2D

Value:
ShaderDatatype("iimage2D", _gl.GL_INT_IMAGE_2D, texture= True)

shader_iimage2DArray

Value:
ShaderDatatype("iimage2DArray", _gl.GL_INT_IMAGE_2D_ARRAY, texture= Tr\
ue)

shader_iimage2DMS

Value:
ShaderDatatype("iimage2DMS", _gl.GL_INT_IMAGE_2D_MULTISAMPLE, texture=\
 True)

shader_iimage2DMSArray

Value:
ShaderDatatype("iimage2DMSArray", _gl.GL_INT_IMAGE_2D_MULTISAMPLE_ARRA\
Y, texture= True)

shader_iimage2DRect

Value:
ShaderDatatype("iimage2DRect", _gl.GL_INT_IMAGE_2D_RECT, texture= True\
)

shader_iimage3D

Value:
ShaderDatatype("iimage3D", _gl.GL_INT_IMAGE_3D, texture= True)

shader_iimageBuffer

Value:
ShaderDatatype("iimageBuffer", _gl.GL_INT_IMAGE_BUFFER, texture= True)

shader_iimageCube

Value:
ShaderDatatype("iimageCube", _gl.GL_INT_IMAGE_CUBE, texture= True)

shader_image1D

Value:
ShaderDatatype("image1D", _gl.GL_IMAGE_1D, texture= True)

shader_image1DArray

Value:
ShaderDatatype("image1DArray", _gl.GL_IMAGE_1D_ARRAY, texture= True)

shader_image2D

Value:
ShaderDatatype("image2D", _gl.GL_IMAGE_2D, texture= True)

shader_image2DArray

Value:
ShaderDatatype("image2DArray", _gl.GL_IMAGE_2D_ARRAY, texture= True)

shader_image2DMS

Value:
ShaderDatatype("image2DMS", _gl.GL_IMAGE_2D_MULTISAMPLE, texture= True\
)

shader_image2DMSArray

Value:
ShaderDatatype("image2DMSArray", _gl.GL_IMAGE_2D_MULTISAMPLE_ARRAY, te\
xture= True)

shader_image2DRect

Value:
ShaderDatatype("image2DRect", _gl.GL_IMAGE_2D_RECT, texture= True)

shader_image3D

Value:
ShaderDatatype("image3D", _gl.GL_IMAGE_3D, texture= True)

shader_imageBuffer

Value:
ShaderDatatype("imageBuffer", _gl.GL_IMAGE_BUFFER, texture= True)

shader_imageCube

Value:
ShaderDatatype("imageCube", _gl.GL_IMAGE_CUBE, texture= True)

shader_isampler1D

Value:
ShaderDatatype("isampler1D", _gl.GL_INT_SAMPLER_1D, texture= True)

shader_isampler1DArray

Value:
ShaderDatatype("isampler1DArray", _gl.GL_INT_SAMPLER_1D_ARRAY, texture\
= True)

shader_isampler2D

Value:
ShaderDatatype("isampler2D", _gl.GL_INT_SAMPLER_2D, texture= True)

shader_isampler2DArray

Value:
ShaderDatatype("isampler2DArray", _gl.GL_INT_SAMPLER_2D_ARRAY, texture\
= True)

shader_isampler2DMS

Value:
ShaderDatatype("isampler2DMS", _gl.GL_INT_SAMPLER_2D_MULTISAMPLE, text\
ure= True)

shader_isampler2DMSArray

Value:
ShaderDatatype("isampler2DMSArray", _gl.GL_INT_SAMPLER_2D_MULTISAMPLE_\
ARRAY, texture= True)

shader_isampler2DRect

Value:
ShaderDatatype("isampler2DRect", _gl.GL_INT_SAMPLER_2D_RECT, texture= \
True)

shader_isampler3D

Value:
ShaderDatatype("isampler3D", _gl.GL_INT_SAMPLER_3D, texture= True)

shader_isamplerBuffer

Value:
ShaderDatatype("isamplerBuffer", _gl.GL_INT_SAMPLER_BUFFER, texture= T\
rue)

shader_isamplerCube

Value:
ShaderDatatype("isamplerCube", _gl.GL_INT_SAMPLER_CUBE, texture= True)

shader_ivec2

Value:
ShaderDatatype("ivec2", _gl.GL_INT_VEC2, dtype= int32, shape= 2)

shader_ivec3

Value:
ShaderDatatype("ivec3", _gl.GL_INT_VEC3, dtype= int32, shape= 3)

shader_ivec4

Value:
ShaderDatatype("ivec4", _gl.GL_INT_VEC4, dtype= int32, shape= 4)

shader_mat2

Value:
ShaderDatatype("mat2", _gl.GL_FLOAT_MAT2, dtype= float32, shape= (2, 2\
))

shader_mat3

Value:
ShaderDatatype("mat3", _gl.GL_FLOAT_MAT3, dtype= float32, shape= (3, 3\
))

shader_mat4

Value:
ShaderDatatype("mat4", _gl.GL_FLOAT_MAT4, dtype= float32, shape= (4, 4\
))

shader_sampler1D

Value:
ShaderDatatype("sampler1D", _gl.GL_SAMPLER_1D, texture= True)

shader_sampler1DArray

Value:
ShaderDatatype("sampler1DArray", _gl.GL_SAMPLER_1D_ARRAY, texture= Tru\
e)

shader_sampler1DArrayShadow

Value:
ShaderDatatype("sampler1DArrayShadow", _gl.GL_SAMPLER_1D_ARRAY_SHADOW,\
 texture= True)

shader_sampler1DShadow

Value:
ShaderDatatype("sampler1DShadow", _gl.GL_SAMPLER_1D_SHADOW, texture= T\
rue)

shader_sampler2D

Value:
ShaderDatatype("sampler2D", _gl.GL_SAMPLER_2D, texture= True)

shader_sampler2DArray

Value:
ShaderDatatype("sampler2DArray", _gl.GL_SAMPLER_2D_ARRAY, texture= Tru\
e)

shader_sampler2DArrayShadow

Value:
ShaderDatatype("sampler2DArrayShadow", _gl.GL_SAMPLER_2D_ARRAY_SHADOW,\
 texture= True)

shader_sampler2DMS

Value:
ShaderDatatype("sampler2DMS", _gl.GL_SAMPLER_2D_MULTISAMPLE, texture= \
True)

shader_sampler2DMSArray

Value:
ShaderDatatype("sampler2DMSArray", _gl.GL_SAMPLER_2D_MULTISAMPLE_ARRAY\
, texture= True)

shader_sampler2DRect

Value:
ShaderDatatype("sampler2DRect", _gl.GL_SAMPLER_2D_RECT, texture= True)

shader_sampler2DRectShadow

Value:
ShaderDatatype("sampler2DRectShadow", _gl.GL_SAMPLER_2D_RECT_SHADOW, t\
exture= True)

shader_sampler2DShadow

Value:
ShaderDatatype("sampler2DShadow", _gl.GL_SAMPLER_2D_SHADOW, texture= T\
rue)

shader_sampler3D

Value:
ShaderDatatype("sampler3D", _gl.GL_SAMPLER_3D, texture= True)

shader_samplerBuffer

Value:
ShaderDatatype("samplerBuffer", _gl.GL_SAMPLER_BUFFER, texture= True)

shader_samplerCube

Value:
ShaderDatatype("samplerCube", _gl.GL_SAMPLER_CUBE, texture= True)

shader_samplerCubeShadow

Value:
ShaderDatatype("samplerCubeShadow", _gl.GL_SAMPLER_CUBE_SHADOW, textur\
e= True)

shader_uimage1D

Value:
ShaderDatatype("uimage1D", _gl.GL_UNSIGNED_INT_IMAGE_1D, texture= True\
)

shader_uimage1DArray

Value:
ShaderDatatype("uimage1DArray", _gl.GL_UNSIGNED_INT_IMAGE_1D_ARRAY, te\
xture= True)

shader_uimage2D

Value:
ShaderDatatype("uimage2D", _gl.GL_UNSIGNED_INT_IMAGE_2D, texture= True\
)

shader_uimage2DArray

Value:
ShaderDatatype("uimage2DArray", _gl.GL_UNSIGNED_INT_IMAGE_2D_ARRAY, te\
xture= True)

shader_uimage2DMS

Value:
ShaderDatatype("uimage2DMS", _gl.GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,\
 texture= True)

shader_uimage2DMSArray

Value:
ShaderDatatype("uimage2DMSArray", _gl.GL_UNSIGNED_INT_IMAGE_2D_MULTISA\
MPLE_ARRAY, texture= True)

shader_uimage2DRect

Value:
ShaderDatatype("uimage2DRect", _gl.GL_UNSIGNED_INT_IMAGE_2D_RECT, text\
ure= True)

shader_uimage3D

Value:
ShaderDatatype("uimage3D", _gl.GL_UNSIGNED_INT_IMAGE_3D, texture= True\
)

shader_uimageBuffer

Value:
ShaderDatatype("uimageBuffer", _gl.GL_UNSIGNED_INT_IMAGE_BUFFER, textu\
re= True)

shader_uimageCube

Value:
ShaderDatatype("uimageCube", _gl.GL_UNSIGNED_INT_IMAGE_CUBE, texture= \
True)

shader_unsigned_int

Value:
ShaderDatatype("unsigned int", _gl.GL_UNSIGNED_INT, dtype= uint32)

shader_usampler1D

Value:
ShaderDatatype("usampler1D", _gl.GL_UNSIGNED_INT_SAMPLER_1D, texture= \
True)

shader_usampler1DArray

Value:
ShaderDatatype("usampler1DArray", _gl.GL_UNSIGNED_INT_SAMPLER_1D_ARRAY\
, texture= True)

shader_usampler2D

Value:
ShaderDatatype("usampler2D", _gl.GL_UNSIGNED_INT_SAMPLER_2D, texture= \
True)

shader_usampler2DArray

Value:
ShaderDatatype("usampler2DArray", _gl.GL_UNSIGNED_INT_SAMPLER_2D_ARRAY\
, texture= True)

shader_usampler2DMS

Value:
ShaderDatatype("usampler2DMS", _gl.GL_UNSIGNED_INT_SAMPLER_2D_MULTISAM\
PLE, texture= True)

shader_usampler2DMSArray

Value:
ShaderDatatype("usampler2DMSArray", _gl.GL_UNSIGNED_INT_SAMPLER_2D_MUL\
TISAMPLE_ARRAY, texture= True)

shader_usampler2DRect

Value:
ShaderDatatype("usampler2DRect", _gl.GL_UNSIGNED_INT_SAMPLER_2D_RECT, \
texture= True)

shader_usampler3D

Value:
ShaderDatatype("usampler3D", _gl.GL_UNSIGNED_INT_SAMPLER_3D, texture= \
True)

shader_usamplerBuffer

Value:
ShaderDatatype("usamplerBuffer", _gl.GL_UNSIGNED_INT_SAMPLER_BUFFER, t\
exture= True)

shader_usamplerCube

Value:
ShaderDatatype("usamplerCube", _gl.GL_UNSIGNED_INT_SAMPLER_CUBE, textu\
re= True)

shader_uvec2

Value:
ShaderDatatype("uvec2", _gl.GL_UNSIGNED_INT_VEC2, dtype= uint32, shape\
= 2)

shader_uvec3

Value:
ShaderDatatype("uvec3", _gl.GL_UNSIGNED_INT_VEC3, dtype= uint32, shape\
= 3)

shader_uvec4

Value:
ShaderDatatype("uvec4", _gl.GL_UNSIGNED_INT_VEC4, dtype= uint32, shape\
= 4)

shader_vec2

Value:
ShaderDatatype("vec2", _gl.GL_FLOAT_VEC2, dtype= float32, shape= 2)

shader_vec3

Value:
ShaderDatatype("vec3", _gl.GL_FLOAT_VEC3, dtype= float32, shape= 3)

shader_vec4

Value:
ShaderDatatype("vec4", _gl.GL_FLOAT_VEC4, dtype= float32, shape= 4)

texture_compare_funcs

Value:
Enum(NEVER, LESS, EQUAL, LEQUAL, GREATER, NOTEQUAL, GEQUAL, ALWAYS)

texture_formats

Value:
[((uint8, 1),
  GL_R8UI(33330),
  (GL_UNSIGNED_BYTE(5121), GL_RED_INTEGER(36244))),
 ((int8, 1), GL_R8I(33329), (GL_BYTE(5120), GL_RED_INTEGER(36244))),
 ((uint16, 1),
  GL_R16UI(33332),
  (GL_UNSIGNED_SHORT(5123), GL_RED_INTEGER(36244))),
 ((int16, 1), GL_R16I(33331), (GL_SHORT(5122), GL_RED_INTEGER(36244)))\
...

texture_min_filters

Value:
Enum(NEAREST, LINEAR, NEAREST_MIPMAP_LINEAR, LINEAR_MIPMAP_LINEAR, LIN\
EAR_MIPMAP_NEAREST, NEAREST_MIPMAP_NEAREST)

texture_wrapmodes

Value:
Enum(MIRRORED_REPEAT, REPEAT, CLAMP_TO_BORDER, CLAMP_TO_EDGE)

transform_feedback_buffer_modes

Value:
Enum(INTERLEAVED_ATTRIBS, SEPARATE_ATTRIBS)

vertex_code

Value:
'''
#version 400 core

layout(location=0) in vec4 in_position;
out vec2 ex_texcoord;

void main() {
    gl_Position = in_position;
...