Beispiel #1
0
 def textAsTexture(self, text, color=(0, 0, 0, 1), bgcolor=(1, 1, 1, 0),
         font_size=None, font_name=None, halign='left', width=None,
         rotate=0):
     label = self.text(text, color=color, font_size=font_size,
         font_name=font_name, halign=halign, width=width, valign='top')
     label.width
     w = int(width or label.width)
     h = font_size * len(label.lines) #int(label.height)
     x = c_int()
     def _f():
         glPushAttrib(GL_COLOR_BUFFER_BIT|GL_ENABLE_BIT|GL_CURRENT_BIT)
         glEnable(GL_TEXTURE_2D)
         glDisable(GL_DEPTH_TEST)
         glClearColor(*bgcolor)
         glClear(GL_COLOR_BUFFER_BIT)
         glPushMatrix()
         if rotate == 0:
             glTranslatef(0, h, 0)
         if rotate:
             glRotatef(rotate, 0, 0, 1)
         if rotate == 270:
             glTranslatef(-w, h, 0)
         if rotate == 180:
             glTranslatef(-w, 0, 0)
         # prevent the text's alpha channel being written into the new
         # texture
         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE)
         label.draw()
         glPopMatrix()
         glPopAttrib()
     if rotate in (0, 180):
         return util.renderToTexture(w, h, _f)
     else:
         return util.renderToTexture(h, w, _f)
    def textAsTexture(self,
                      text,
                      color=(0, 0, 0, 1),
                      bgcolor=(1, 1, 1, 0),
                      font_size=None,
                      font_name=None,
                      halign='left',
                      width=None,
                      rotate=0):
        label = self.text(text,
                          color=color,
                          font_size=font_size,
                          font_name=font_name,
                          halign=halign,
                          width=width,
                          valign='top')
        label.width
        w = int(width or label.width)
        h = font_size * len(label.lines)  #int(label.height)
        x = c_int()

        def _f():
            glPushAttrib(GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_CURRENT_BIT)
            glEnable(GL_TEXTURE_2D)
            glDisable(GL_DEPTH_TEST)
            glClearColor(*bgcolor)
            glClear(GL_COLOR_BUFFER_BIT)
            glPushMatrix()
            if rotate == 0:
                glTranslatef(0, h, 0)
            if rotate:
                glRotatef(rotate, 0, 0, 1)
            if rotate == 270:
                glTranslatef(-w, h, 0)
            if rotate == 180:
                glTranslatef(-w, 0, 0)
            # prevent the text's alpha channel being written into the new
            # texture
            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE)
            label.draw()
            glPopMatrix()
            glPopAttrib()

        if rotate in (0, 180):
            return util.renderToTexture(w, h, _f)
        else:
            return util.renderToTexture(h, w, _f)
Beispiel #3
0
def xhtmlAsTexture(layout):
    h = int(layout.view.canvas_height)
    w = int(layout.view.canvas_width)
    def _f():
        glPushAttrib(GL_CURRENT_BIT|GL_COLOR_BUFFER_BIT|GL_ENABLE_BIT)
        # always draw onto solid white
        glClearColor(1, 1, 1, 1)
        glClear(GL_COLOR_BUFFER_BIT)
        glPushMatrix()
        glLoadIdentity()
        glTranslatef(0, h, 0)
        # ... and blend with solid white
        glColor4f(1, 1, 1, 1)
        layout.view.draw()
        glPopMatrix()
        glPopAttrib()
    return util.renderToTexture(w, h, _f)
def xhtmlAsTexture(layout):
    h = int(layout.view.canvas_height)
    w = int(layout.view.canvas_width)

    def _f():
        glPushAttrib(GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT)
        # always draw onto solid white
        glClearColor(1, 1, 1, 1)
        glClear(GL_COLOR_BUFFER_BIT)
        glPushMatrix()
        glLoadIdentity()
        glTranslatef(0, h, 0)
        # ... and blend with solid white
        glColor4f(1, 1, 1, 1)
        layout.view.draw()
        glPopMatrix()
        glPopAttrib()

    return util.renderToTexture(w, h, _f)