Source code for opengl.texture

# $Id: texture.html,v 1.1 2019/02/16 13:18:07 bverheg Exp $
##
##  This file is part of pyFormex 1.0.5  (Sat Feb 16 10:40:32 CET 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 2004-2018 (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

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


[docs]class Texture(object): """An OpenGL 2D Texture. Parameters: - `image`: raw image data (unsigned byte RGBA data) or image file name - `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 qimage2numpy image = qimage2numpy(image, indexed=False) else: image = np.asarray(image) s = "Texture: type %s, size %s" % (image.dtype, image.shape) image = np.require(image, dtype='ubyte', requirements='C') print(s+"; Converted to: type %s, size %s" % (image.dtype, image.shape)) 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