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Adapt to Magnum changes.

pull/11/head
Vladimír Vondruš 5 years ago
parent
commit
7f86477c3e
  1. 4
      src/python/magnum/gl.cpp
  2. 8
      src/python/magnum/shaders.cpp

4
src/python/magnum/gl.cpp

@ -495,7 +495,9 @@ void gl(py::module_& m) {
/* Public interface */
.def_property_readonly("id", &GL::AbstractShaderProgram::id, "OpenGL program ID")
.def("validate", &GL::AbstractShaderProgram::validate, "Validate program")
.def("draw", static_cast<void(GL::AbstractShaderProgram::*)(GL::Mesh&)>(&GL::AbstractShaderProgram::draw), "Draw a mesh")
.def("draw", [](GL::AbstractShaderProgram& self, GL::Mesh& mesh) {
self.draw(mesh);
}, "Draw a mesh")
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
.def("dispatch_compute", &GL::AbstractShaderProgram::dispatchCompute, "Dispatch compute")
#endif

8
src/python/magnum/shaders.cpp

@ -45,7 +45,9 @@ namespace magnum {
namespace {
template<class T> void anyShader(PyNonDestructibleClass<T, GL::AbstractShaderProgram>& c) {
c.def("draw", static_cast<void(GL::AbstractShaderProgram::*)(GL::Mesh&)>(&GL::AbstractShaderProgram::draw), "Draw a mesh");
c.def("draw", [](GL::AbstractShaderProgram& self, GL::Mesh& mesh) {
self.draw(mesh);
}, "Draw a mesh");
}
template<UnsignedInt dimensions> void flat(PyNonDestructibleClass<Shaders::FlatGL<dimensions>, GL::AbstractShaderProgram>& c) {
@ -61,7 +63,7 @@ template<UnsignedInt dimensions> void flat(PyNonDestructibleClass<Shaders::FlatG
/* Using lambdas to avoid method chaining getting into signatures */
.def_property_readonly("flags", [](Shaders::FlatGL<dimensions>& self) {
return typename Shaders::FlatGL<dimensions>::Flag(UnsignedByte(self.flags()));
return typename Shaders::FlatGL<dimensions>::Flag(UnsignedShort(self.flags()));
}, "Flags")
.def_property("transformation_projection_matrix", nullptr, &Shaders::FlatGL<dimensions>::setTransformationProjectionMatrix,
"Transformation and projection matrix")
@ -196,7 +198,7 @@ void shaders(py::module_& m) {
py::arg("flags") = Shaders::PhongGL::Flag{},
py::arg("light_count") = 1)
.def_property_readonly("flags", [](Shaders::PhongGL& self) {
return Shaders::PhongGL::Flag(UnsignedShort(self.flags()));
return Shaders::PhongGL::Flag(UnsignedInt(self.flags()));
}, "Flags")
.def_property_readonly("light_count", &Shaders::PhongGL::lightCount,
"Light count")

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