Exemple #1
0
    def load_textures(self, max_num=10):
        loaded = 0
        target = gl.GL_TEXTURE_2D
        with self.lock:
            try:
                for ip in self.image_list:
                    if loaded == max_num:
                        break
                    texture = self.texture_dict[ip]
                    if texture is not None:
                        continue
                    pixels, size = self.image_dict[ip]
                    if pixels is False:
                        # queued
                        # self.texture_dict[ip] = Texture.default_item
                        continue
                    if pixels is None:
                        # could not load
                        # self.texture_dict[ip] = Texture(0, size=(0, 0))
                        # self.texture_dict[ip] = Texture.default_item
                        self.texture_dict[ip] = Texture.default_item
                        continue

                    texture = gl.glGenTextures(1)
                    self.texture_dict[ip] = Texture(
                        texture, size=(size[0], size[1])
                    )
                    self.delay_set.add(ip)

                    self.lock.release()

                    gl.glBindTexture(target, texture)
                    gl.glTexImage2D(
                        target,
                        0,
                        gl.GL_RGBA,
                        size[0],
                        size[1],
                        0,
                        TEXTURE_FORMAT,
                        gl.GL_UNSIGNED_BYTE,
                        pixels,
                    )
                    gl.glTexParameteri(
                        target, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR
                    )
                    gl.glTexParameteri(
                        target, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR
                    )
                    gl.glTexParameteri(
                        target, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE
                    )
                    gl.glTexParameteri(
                        target, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE
                    )
                    loaded += 1

                    self.lock.acquire()
            except Exception as e:
                print(e)
    def load_textures(self, max_num=10):
        loaded = 0
        target = gl.GL_TEXTURE_2D
        with self.lock:
            try:
                for ip in self.image_list:
                    if loaded == max_num:
                        break
                    texture = self.texture_dict[ip]
                    if texture is not None:
                        continue
                    pixels, size = self.image_dict[ip]
                    if pixels is False:
                        # queued
                        # self.texture_dict[ip] = Texture.default_item
                        continue
                    if pixels is None:
                        # could not load
                        # self.texture_dict[ip] = Texture(0, size=(0, 0))
                        # self.texture_dict[ip] = Texture.default_item
                        self.texture_dict[ip] = Texture.default_item
                        continue

                    texture = gl.glGenTextures(1)
                    self.texture_dict[ip] = Texture(
                        texture, size=(size[0], size[1]))
                    self.delay_set.add(ip)

                    self.lock.release()

                    gl.glBindTexture(target, texture)
                    gl.glTexImage2D(
                        target, 0, gl.GL_RGBA, size[0], size[1],
                        0, TEXTURE_FORMAT, gl.GL_UNSIGNED_BYTE, pixels)
                    gl.glTexParameteri(
                        target, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
                    gl.glTexParameteri(
                        target, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
                    gl.glTexParameteri(
                        target, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
                    gl.glTexParameteri(
                        target, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
                    loaded += 1

                    self.lock.acquire()
            except Exception as e:
                print(e)
 def create_texture(self):
     if len(self.unused_texture_list) == 0:
         self.unused_texture_list.extend(gl.glGenTextures(50))
     return self.unused_texture_list.pop()
Exemple #4
0
    def render(self, text, x, y, r=1.0, g=1.0, b=1.0, alpha=1.0):
        global text_cache
        if not text:
            return 0

        # find cached text entry, if any

        for i, item in enumerate(text_cache):
            if item["text"] == text and item["font"] == self:
                text_cache.pop(i)
                break
        else:
            item = None

        if item:
            fs_emu_blending(True)
            fs_emu_texturing(True)

            w = item["w"]
            h = item["h"]
            gl.glBindTexture(gl.GL_TEXTURE_2D, item["texture"])
            gl.glBegin(gl.GL_QUADS)
            gl.glColor4f(r * alpha, g * alpha, b * alpha, alpha)
            gl.glTexCoord2d(0.0, 0.0)
            gl.glVertex2d(x, y)
            gl.glTexCoord2d(1.0, 0.0)
            gl.glVertex2d(x + w, y)
            gl.glTexCoord2d(1.0, 1.0)
            gl.glVertex2d(x + w, y + h)
            gl.glTexCoord2d(0.0, 1.0)
            gl.glVertex2d(x, y + h)
            gl.glEnd()

            # re-insert item at front
            text_cache.insert(0, item)
            return w, h

        # calculate size of text

        required_width, required_height = self.measure(text)

        # setup fbo

        render_texture = gl.glGenTextures(1)
        gl.glBindTexture(gl.GL_TEXTURE_2D, render_texture)
        gl.glTexImage2D(
            gl.GL_TEXTURE_2D,
            0,
            gl.GL_RGBA,
            required_width,
            required_height,
            0,
            gl.GL_RGBA,
            gl.GL_UNSIGNED_INT,
            None,
        )
        gl.glTexParameteri(
            gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE
        )
        gl.glTexParameteri(
            gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE
        )
        gl.glTexParameteri(
            gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR
        )

        # FIXME: Mipmapping?
        mip_mapping = 0
        if mip_mapping:
            gl.glTexParameteri(
                gl.GL_TEXTURE_2D,
                gl.GL_TEXTURE_MIN_FILTER,
                gl.GL_LINEAR_MIPMAP_LINEAR,
            )
            gl.glTexParameteri(
                gl.GL_TEXTURE_2D, gl.GL_GENERATE_MIPMAP, gl.GL_TRUE
            )
            gl.glGenerateMipmapEXT(gl.GL_TEXTURE_2D)
        else:
            gl.glTexParameteri(
                gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR
            )

        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)

        # Set up some renderbuffer state

        frame_buffer = gl.GLuint()
        gl.glGenFramebuffersEXT(1, frame_buffer)
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, frame_buffer)
        gl.glFramebufferTexture2DEXT(
            gl.GL_FRAMEBUFFER_EXT,
            gl.GL_COLOR_ATTACHMENT0_EXT,
            gl.GL_TEXTURE_2D,
            render_texture,
            0,
        )

        status = gl.glCheckFramebufferStatusEXT(gl.GL_FRAMEBUFFER_EXT)
        if status != gl.GL_FRAMEBUFFER_COMPLETE_EXT:
            print("glCheckFramebufferStatusEXT error", status)

        gl.glPushMatrix()
        gl.glLoadIdentity()
        gl.glPushAttrib(int(gl.GL_VIEWPORT_BIT) | int(gl.GL_ENABLE_BIT))
        gl.glViewport(0, 0, required_width, required_height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        gl.gluOrtho2D(0, required_width, 0, required_height)

        gl.glClearColor(0.0, 0.0, 0.0, 0.0)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        gl.glEnable(gl.GL_BLEND)
        gl.glEnable(gl.GL_TEXTURE_2D)

        self.texture.bind()

        tw = self.texture.w
        th = self.texture.h

        gl.glBegin(gl.GL_QUADS)
        gl.glColor4f(1.0, 1.0, 1.0, 1.0)
        x2 = 0
        h = self.h
        for ch in text:
            c = ord(ch)
            w = self.w[c]
            s1 = self.x[c] / tw
            s2 = (self.x[c] + w) / tw
            t1 = (self.y[c]) / th
            t2 = (self.y[c] + h) / th
            gl.glTexCoord2d(s1, t2)
            gl.glVertex2d(x2, 0)
            gl.glTexCoord2d(s2, t2)
            gl.glVertex2d(x2 + w, 0)
            gl.glTexCoord2d(s2, t1)
            gl.glVertex2d(x2 + w, h)
            gl.glTexCoord2d(s1, t1)
            gl.glVertex2d(x2, h)
            x2 += w
        gl.glEnd()

        gl.glPopMatrix()
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glPopAttrib()
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, 0)
        gl.glPopMatrix()

        gl.glDeleteFramebuffersEXT(1, frame_buffer)

        if mip_mapping:
            gl.glBindTexture(gl.GL_TEXTURE_2D, render_texture)
            gl.glGenerateMipmapEXT(gl.GL_TEXTURE_2D)
            gl.glBindTexture(gl.GL_TEXTURE_2D, 0)

        new_item = {
            "font": self,
            "text": text,
            "w": required_width,
            "h": required_height,
            "texture": render_texture,
        }
        text_cache.insert(0, new_item)

        item = text_cache.pop()
        if item["texture"]:
            gl.glDeleteTextures([item["texture"]])

        # now the text is in the cache, so call function again
        return self.render(text, x, y, r, g, b, alpha)
 def create_texture(self):
     if len(self.unused_texture_list) == 0:
         self.unused_texture_list.extend(gl.glGenTextures(50))
     return self.unused_texture_list.pop()