|
__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 ...
|