Exemplo n.º 1
0
 def addTexture(self, imgPath):
     dir, file = path.split(imgPath)
     if dir not in resource.path:
         resource.path.append(dir)
         resource.reindex()
     texture = resource.texture(file)
     self.textures.append(texture)
     gl.glBindTexture(texture.target, texture.id)
     gl.glGenerateMipmap(gl.GL_TEXTURE_2D)
     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_NEAREST_MIPMAP_LINEAR)
Exemplo n.º 2
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def create_cubemap_texture(imgfiles):
    """Create a cubemap texture from image files.

    :param imgfiles: a list of six strings specifying the path to the
        cubemap images. In the order [pos+X, pos-X, pos+Y, ..., pos-Z]
    """
    if len(imgfiles) != 6:
        raise ValueError(
            "exactly six images are required for a cubemap texture")

    # generate a new texture
    cubemap = gl.GLuint()
    gl.glGenTextures(1, ct.pointer(cubemap))

    # bind it to `GL_TEXTURE_CUBE_MAP` and set the filter and wrap mode
    gl.glBindTexture(gl.GL_TEXTURE_CUBE_MAP, cubemap)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_MIN_FILTER,
                       gl.GL_LINEAR_MIPMAP_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_WRAP_S,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_WRAP_T,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_WRAP_R,
                       gl.GL_CLAMP_TO_EDGE)
    # it seems we need to flip the images to make the cubemap look correct
    faces = [ImageOps.flip(Image.open(img)) for img in imgfiles]
    # set the faces of the cubemap texture
    for i, face in enumerate(faces):
        width, height = face.size
        try:
            data = face.tobytes("raw", "RGBX", 0, -1)
        except TypeError:
            data = face.tobytes("raw", "RGBA", 0, -1)

        gl.glTexImage2D(
            gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
            0,
            gl.GL_RGBA,
            width,
            height,
            0,
            gl.GL_RGBA,
            gl.GL_UNSIGNED_BYTE,
            data,
        )

    gl.glGenerateMipmap(gl.GL_TEXTURE_CUBE_MAP)
    gl.glBindTexture(gl.GL_TEXTURE_CUBE_MAP, 0)
    return cubemap
Exemplo n.º 3
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def create_cubemap_texture(imgfiles):
    """Create a cubemap texture from image files.
    """
    if len(imgfiles) != 6:
        raise ValueError(
            "exactly six images are required for a cubemap texture")

    # generate a new texture
    cubemap = gl.GLuint()
    gl.glGenTextures(1, ct.pointer(cubemap))

    # bind it to `GL_TEXTURE_CUBE_MAP` and set the filter and wrap mode
    gl.glBindTexture(gl.GL_TEXTURE_CUBE_MAP, cubemap)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_MIN_FILTER,
                       gl.GL_LINEAR_MIPMAP_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_WRAP_S,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_WRAP_T,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameteri(gl.GL_TEXTURE_CUBE_MAP, gl.GL_TEXTURE_WRAP_R,
                       gl.GL_CLAMP_TO_EDGE)

    faces = [Image.open(img) for img in imgfiles]
    # set the faces of the cubemap texture
    for i, face in enumerate(faces):
        width, height = face.size
        try:
            data = face.tobytes("raw", "RGBX", 0, -1)
        except TypeError:
            data = face.tobytes("raw", "RGBA", 0, -1)

        gl.glTexImage2D(
            gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
            0,
            gl.GL_RGBA,
            width,
            height,
            0,
            gl.GL_RGBA,
            gl.GL_UNSIGNED_BYTE,
            data,
        )

    gl.glGenerateMipmap(gl.GL_TEXTURE_CUBE_MAP)
    gl.glBindTexture(gl.GL_TEXTURE_CUBE_MAP, 0)
    return cubemap
Exemplo n.º 4
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    def build_mipmaps(self, base: int = 0, max_level: int = 1000) -> None:
        """Generate mipmaps for this texture. Leaveing the default arguments
        will usually does the job. Building mipmaps will create several
        smaller versions of the texture (256 x 256, 128 x 128, 64 x 64, 32 x 32 etc)
        helping OpenGL in rendering a nicer version of texture
        when it's rendered to the screen in smaller version.

        Note that mipmaps will only be used if the texture filter is
        configured with a mipmap-type minification::

            # Set up linear interpolating minification filter
            texture.filter = ctx.LINEAR_MIPMAP_LINEAR, ctx.LINEAR

        :param int base: Level the mipmaps start at (usually 0)
        :param int max_level: The maximum levels to generate

        Also see: https://www.khronos.org/opengl/wiki/Texture#Mip_maps
        """
        self.use()
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_BASE_LEVEL, base)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAX_LEVEL, max_level)
        gl.glGenerateMipmap(gl.GL_TEXTURE_2D)
Exemplo n.º 5
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 def generate_mipmap(self):
     if self.mipmap:
         gl.glGenerateMipmap(self.target)
 def generate_mipmaps(self):
     gl.glGenerateMipmap(gl.GL_TEXTURE_2D_ARRAY)
	def generate_mipmaps(self):
		logging.debug(f"Generating Mipmaps, using mipmap type {options.MIPMAP_TYPE}")
		gl.glGenerateMipmap(gl.GL_TEXTURE_2D_ARRAY)
	def generate_mipmaps(self):
		gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_array) # make sure our texture is bound
		gl.glGenerateMipmap(gl.GL_TEXTURE_2D_ARRAY) # generate mipmaps for our texture