def add_texture(self, texture):
        if not texture in self.textures:
            self.textures.append(texture)

            texture_image = pyglet.image.load(
                f"textures/{texture}.png").get_image_data()
            gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_array)

            gl.glTexSubImage3D(
                gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, self.textures.index(texture),
                self.texture_width, self.texture_height, 1, gl.GL_RGBA,
                gl.GL_UNSIGNED_BYTE,
                texture_image.get_data("RGBA", texture_image.width * 4))
	def add_texture(self, texture):
		if not texture in self.textures: # check to see if our texture has not yet been added
			self.textures.append(texture) # add it to our textures list if not

			texture_image = pyglet.image.load(f"textures/{texture}.png").get_image_data() # load and get the image data of the texture we want
			gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_array) # make sure our texture array is bound

			gl.glTexSubImage3D( # paste our texture's image data in the appropriate spot in our texture array
				gl.GL_TEXTURE_2D_ARRAY, 0,
				0, 0, self.textures.index(texture),
				self.texture_width, self.texture_height, 1,
				gl.GL_RGBA, gl.GL_UNSIGNED_BYTE,
				texture_image.get_data("RGBA", texture_image.width * 4))
Пример #3
0
    def blit_to_texture(self, target, level, x, y, z, internalformat=None):
        '''Draw this image to to the currently bound texture at `target`.

        If `internalformat` is specified, glTexImage is used to initialise
        the texture; otherwise, glTexSubImage is used to update a region.
        '''

        data_format = self.format
        data_pitch = abs(self._current_pitch)

        # Determine pixel format from format string
        matrix = None
        format, type = self._get_gl_format_and_type(data_format)
        if format is None:
            if (len(data_format) in (3, 4)
                    and gl.gl_info.have_extension('GL_ARB_imaging')):

                # Construct a color matrix to convert to GL_RGBA
                def component_column(component):
                    try:
                        pos = 'RGBA'.index(component)
                        return [0] * pos + [1] + [0] * (3 - pos)
                    except ValueError:
                        return [0, 0, 0, 0]

                # pad to avoid index exceptions
                lookup_format = data_format + 'XXX'
                matrix = (component_column(lookup_format[0]) +
                          component_column(lookup_format[1]) +
                          component_column(lookup_format[2]) +
                          component_column(lookup_format[3]))
                format = {3: gl.GL_RGB, 4: gl.GL_RGBA}.get(len(data_format))
                type = gl.GL_UNSIGNED_BYTE

                gl.glMatrixMode(gl.GL_COLOR)
                gl.glPushMatrix()
                gl.glLoadMatrixf((gl.GLfloat * 16)(*matrix))
            else:
                # Need to convert data to a standard form
                data_format = {
                    1: 'L',
                    2: 'LA',
                    3: 'RGB',
                    4: 'RGBA'
                }.get(len(data_format))
                format, type = self._get_gl_format_and_type(data_format)

        # Workaround: don't use GL_UNPACK_ROW_LENGTH
        if gl.current_context._workaround_unpack_row_length:
            data_pitch = self.width * len(data_format)

        # Get data in required format (hopefully will be the same format it's
        # already in, unless that's an obscure format, upside-down or the
        # driver is old).
        data = self._convert(data_format, data_pitch)

        if data_pitch & 0x1:
            alignment = 1
        elif data_pitch & 0x2:
            alignment = 2
        else:
            alignment = 4
        row_length = data_pitch / len(data_format)
        gl.glPushClientAttrib(gl.GL_CLIENT_PIXEL_STORE_BIT)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, alignment)
        gl.glPixelStorei(gl.GL_UNPACK_ROW_LENGTH, row_length)
        self._apply_region_unpack()
        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)
        gl.glTexParameteri(target, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        gl.glTexParameteri(target, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)

        if target == gl.GL_TEXTURE_3D:
            assert not internalformat
            gl.glTexSubImage3D(target, level, x, y, z, self.width, self.height,
                               1, format, type, data)
        elif internalformat:
            gl.glTexImage2D(target, level, internalformat, self.width,
                            self.height, 0, format, type, data)
        else:
            gl.glTexSubImage2D(target, level, x, y, self.width, self.height,
                               format, type, data)
        gl.glPopClientAttrib()

        if matrix:
            gl.glPopMatrix()
            gl.glMatrixMode(gl.GL_MODELVIEW)
Пример #4
0
    def blit_to_texture(self, target, level, x, y, z, internalformat=None):
        '''Draw this image to to the currently bound texture at `target`.

        If `internalformat` is specified, glTexImage is used to initialise
        the texture; otherwise, glTexSubImage is used to update a region.
        '''

        data_format = self.format
        data_pitch = abs(self._current_pitch)

        # Determine pixel format from format string
        matrix = None
        format, type = self._get_gl_format_and_type(data_format)
        if format is None:
            if (len(data_format) in (3, 4) and
                gl.gl_info.have_extension('GL_ARB_imaging')):
                # Construct a color matrix to convert to GL_RGBA
                def component_column(component):
                    try:
                        pos = 'RGBA'.index(component)
                        return [0] * pos + [1] + [0] * (3 - pos)
                    except ValueError:
                        return [0, 0, 0, 0]
                # pad to avoid index exceptions
                lookup_format = data_format + 'XXX'
                matrix = (component_column(lookup_format[0]) +
                          component_column(lookup_format[1]) +
                          component_column(lookup_format[2]) +
                          component_column(lookup_format[3]))
                format = {
                    3: gl.GL_RGB,
                    4: gl.GL_RGBA}.get(len(data_format))
                type = gl.GL_UNSIGNED_BYTE

                gl.glMatrixMode(gl.GL_COLOR)
                gl.glPushMatrix()
                gl.glLoadMatrixf((gl.GLfloat * 16)(*matrix))
            else:
                # Need to convert data to a standard form
                data_format = {
                    1: 'L',
                    2: 'LA',
                    3: 'RGB',
                    4: 'RGBA'}.get(len(data_format))
                format, type = self._get_gl_format_and_type(data_format)

        # Workaround: don't use GL_UNPACK_ROW_LENGTH
        if gl.current_context._workaround_unpack_row_length:
            data_pitch = self.width * len(data_format)

        # Get data in required format (hopefully will be the same format it's
        # already in, unless that's an obscure format, upside-down or the
        # driver is old).
        data = self._convert(data_format, data_pitch)

        if data_pitch & 0x1:
            alignment = 1
        elif data_pitch & 0x2:
            alignment = 2
        else:
            alignment = 4
        row_length = data_pitch / len(data_format)
        gl.glPushClientAttrib(gl.GL_CLIENT_PIXEL_STORE_BIT)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, alignment)
        gl.glPixelStorei(gl.GL_UNPACK_ROW_LENGTH, row_length)
        self._apply_region_unpack()
        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)
        gl.glTexParameteri(target, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        gl.glTexParameteri(target, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)


        if target == gl.GL_TEXTURE_3D:
            assert not internalformat
            gl.glTexSubImage3D(target, level,
                            x, y, z,
                            self.width, self.height, 1,
                            format, type,
                            data)
        elif internalformat:
            gl.glTexImage2D(target, level,
                         internalformat,
                         self.width, self.height,
                         0,
                         format, type,
                         data)
        else:
            gl.glTexSubImage2D(target, level,
                            x, y,
                            self.width, self.height,
                            format, type,
                            data)
        gl.glPopClientAttrib()

        if matrix:
            gl.glPopMatrix()
            gl.glMatrixMode(gl.GL_MODELVIEW)