#
##
## 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.
##
## This program is free software: you can redistribute it and/or modify
## it under the terms of the GNU General Public License as published by
## the Free Software Foundation, either version 3 of the License, or
## (at your option) any later version.
##
## This program is distributed in the hope that it will be useful,
## but WITHOUT ANY WARRANTY; without even the implied warranty of
## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
## GNU General Public License for more details.
##
## You should have received a copy of the GNU General Public License
## along with this program. If not, see http://www.gnu.org/licenses/.
##
"""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