Source code for opengl.texture

#
##
##  This file is part of pyFormex 1.0.7  (Mon Jun 17 12:20:39 CEST 2019)
##  pyFormex is a tool for generating, manipulating and transforming 3D
##  geometrical models by sequences of mathematical operations.
##  Home page: http://pyformex.org
##  Project page:  http://savannah.nongnu.org/projects/pyformex/
##  Copyright 2004-2019 (C) Benedict Verhegghe (benedict.verhegghe@ugent.be)
##  Distributed under the GNU General Public License version 3 or later.
##
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##  it under the terms of the GNU General Public License as published by
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##  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
##  GNU General Public License for more details.
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##
"""Texture rendering.

This module defines tools for texture rendering in pyFormex.
"""
from __future__ import absolute_import, division, print_function

from OpenGL import GL
import numpy as np

import pyformex as pf

### Textures ###############################################


[docs]class Texture(object): """An OpenGL 2D Texture. Parameters ---------- image: :term:`array_like` or :term:`path_like` Image data: either raw image data (unsigned byte RGBA data) or the name of an image file with such data. format: Format of the image data. texformat: Format of the texture data. """ # This fails on mesa: probably too early #max_texture_units = GL.glGetIntegerv(GL.GL_MAX_TEXTURE_UNITS) #active_textures = def __init__(self, image, mode=1, format=GL.GL_RGBA, texformat=GL.GL_RGBA): self.texid = None if isinstance(image, (str, unicode)): from pyformex.plugins.imagearray import image2array image = image2array(image, 'RGBA') else: image = np.asarray(image) s = "Texture: type %s, size %s" % (image.dtype, image.shape) image = np.require(image, dtype='ubyte', requirements='C') pf.debug(s+"; Converted to: type %s, size %s" % (image.dtype, image.shape), pf.DEBUG.IMAGE) # if len(image.shape) != 3 or image.shape[2] != 4: # raise ValueError("Invalid texture array shape: expected (ny, nx, 4)") ny, nx = image.shape[:2] # Generate a texture id self.texid = GL.glGenTextures(1) self.texun = None # Make our new texture the current 2D texture GL.glEnable(GL.GL_TEXTURE_2D) #GL.glTexEnvf(GL.GL_TEXTURE_ENV,GL.GL_TEXTURE_ENV_MODE,GL.GL_MODULATE) # select texture unit 0 GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texid) GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) # Copy the texture data into the current texture GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, texformat, nx, ny, 0, format, GL.GL_UNSIGNED_BYTE, image) self.mode = mode
[docs] def activate(self, mode=None, filtr=0): """Render-time texture environment setup""" if mode is None: mode = self.mode texmode = {0: GL.GL_REPLACE, 1: GL.GL_MODULATE, 2: GL.GL_DECAL, }[mode] texfiltr = {0: GL.GL_NEAREST, 1: GL.GL_LINEAR, }[filtr] # Configure the texture rendering parameters GL.glEnable(GL.GL_TEXTURE_2D) GL.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, texmode) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, texfiltr) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, texfiltr) # Re-select the texture GL.glBindTexture(GL.GL_TEXTURE_2D, self.texid)
def bind(self): GL.glBindTexture(GL.GL_TEXTURE_2D, self.texid) def __del__(self): if self.texid: GL.glDeleteTextures(self.texid)
### End