コード例 #1
0
ファイル: resource.py プロジェクト: droidguy04/batma
def load_text(text, font_size=16, font_name=None, color=None, antialias=True):
    color = color or batma.display.default_color

    font_obj = pygame.font.SysFont(font_name, font_size)
    image = font_obj.render(text, antialias, color.to_pygame())
    height = image.get_height()
    width = image.get_width()

    h = int(2**math.ceil(math.log(height, 2)))
    w = int(2**math.ceil(math.log(width, 2)))

    texture = gl.glGenTextures(1) 
    gl.glBindTexture(gl.GL_TEXTURE_2D, texture)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
    
    empty_list = "\x00" * w*h*4
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, w, h, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, empty_list)
    
    texture_data = pygame.image.tostring(image, "RGBA", 1)
    gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, image.get_width(), image.get_height(), gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, texture_data)

    image = Image(texture, w, h)
    image.width = width
    image.height = height

    return image
コード例 #2
0
ファイル: resource.py プロジェクト: droidguy04/batma
    def __create_display_list(self, texture, width, height):
        display_list = gl.glGenLists(1)
        gl.glNewList(display_list, gl.GL_COMPILE);
        gl.glBindTexture(gl.GL_TEXTURE_2D, texture)
        gl.glBegin(gl.GL_QUADS)
        gl.glTexCoord2f(0, 0); gl.glVertex2f(0, 0)
        gl.glTexCoord2f(0, 1); gl.glVertex2f(0, height)
        gl.glTexCoord2f(1, 1); gl.glVertex2f(width, height)
        gl.glTexCoord2f(1, 0); gl.glVertex2f(width, 0)
        gl.glEnd()
        gl.glEndList()

        return display_list
コード例 #3
0
ファイル: resource.py プロジェクト: droidguy04/batma
def load_image(filename):
    texture_surface = pygame.image.load(filename)
    texture_data = pygame.image.tostring(texture_surface, 'RGBA', 1)

    width = texture_surface.get_width()
    height = texture_surface.get_height()
    # texture = gl.glGenTextures(1)
    texture = [int(t) for t in gl.glGenTextures(1)] 

    gl.glBindTexture(gl.GL_TEXTURE_2D, texture)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, texture_data)

    return Image(texture, width, height)