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data_set.py
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import abc
from typing import Any, Callable, List, Tuple
from opengl_helper.shader import BaseShader
from opengl_helper.vertex_data_handler import (LayeredVertexDataHandler,
OverflowingVertexDataHandler,
VertexDataHandler)
from rendering.rendering_config import RenderingConfig
class BaseRenderSet:
def __init__(self, shader: BaseShader, render_func: Callable, element_count_func: Callable) -> None:
__metaclass__ = abc.ABCMeta # noqa F841
self.shader: BaseShader = shader
self.uniform_settings: List[str] = []
self.render_func: Callable = render_func
self.element_count_func: Callable = element_count_func
def set_uniform_label(self, data: List[str]) -> None:
if self.shader is not None:
self.shader.set_uniform_label(data)
def set_uniform_data(self, data: List[Tuple[str, Any, Any]]) -> None:
if self.shader is not None:
self.shader.set_uniform_data(data)
def set_uniform_labeled_data(self, config: RenderingConfig) -> None:
if self.shader is not None:
self.shader.set_uniform_labeled_data(config)
@abc.abstractmethod
def render(self) -> None:
pass
class RenderSet(BaseRenderSet):
def __init__(self, shader: BaseShader, data_handler: VertexDataHandler, render_func: Callable,
element_count_func: Callable) -> None:
super().__init__(shader, render_func, element_count_func)
self.data_handler: VertexDataHandler = data_handler
def render(self) -> None:
if self.shader is not None:
self.shader.use()
self.data_handler.set(True)
self.render_func(self.element_count_func())
class LayeredRenderSet(BaseRenderSet):
def __init__(self, shader: BaseShader, data_handler: LayeredVertexDataHandler, render_func: Callable,
element_count_func: Callable) -> None:
super().__init__(shader, render_func, element_count_func)
self.data_handler: LayeredVertexDataHandler = data_handler
self.buffer_divisor: List[Tuple[int, int]] = []
def set_buffer_divisor(self, buffer_divisor: List[Tuple[int, int]]) -> None:
self.buffer_divisor = buffer_divisor
def render(self) -> None:
if self.shader is not None:
self.shader.use()
for buffer in iter(self.data_handler):
buffer.set(True)
buffer.buffer_divisor = self.buffer_divisor
self.render_func(
self.element_count_func(self.data_handler.current_layer_id,
self.data_handler.current_sub_buffer_id))
class OverflowingRenderSet(BaseRenderSet):
def __init__(self, shader: BaseShader, data_handler: OverflowingVertexDataHandler, render_func: Callable,
element_count_func: Callable) -> None:
super().__init__(shader, render_func, element_count_func)
self.data_handler: OverflowingVertexDataHandler = data_handler
def render_sub(self, buffer_index: int = 0) -> None:
if self.shader is not None:
self.shader.use()
self.data_handler.set_buffer(buffer_index)
self.data_handler.set(True)
def render(self) -> None:
if self.shader is not None:
self.shader.use()
for i in range(len(self.data_handler.targeted_overflowing_buffer_objects[0][0].handle)):
self.data_handler.set_buffer(i)
self.data_handler.set(True)
self.render_func(self.element_count_func(i))