本文整理汇总了Python中OpenGL.GL.GL_TEXTURE_WRAP_S属性的典型用法代码示例。如果您正苦于以下问题:Python GL.GL_TEXTURE_WRAP_S属性的具体用法?Python GL.GL_TEXTURE_WRAP_S怎么用?Python GL.GL_TEXTURE_WRAP_S使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类OpenGL.GL
的用法示例。
在下文中一共展示了GL.GL_TEXTURE_WRAP_S属性的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: create_font_array
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def create_font_array(self):
# Load the first image to get font size
img = QImage(os.path.join(settings.gfx_path, 'font/32.png'))
imgsize = (img.width(), img.height())
self.char_ar = float(imgsize[1]) / imgsize[0]
# Set-up the texture array
self.tex_id = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.tex_id)
gl.glTexImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_RGBA8, imgsize[0], imgsize[1], 127 - 30, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)
# We're using the ASCII range 32-126; space, uppercase, lower case, numbers, brackets, punctuation marks
for i in range(30, 127):
img = QImage(os.path.join(settings.gfx_path, 'font/%d.png' % i)).convertToFormat(QImage.Format_ARGB32)
ptr = c_void_p(int(img.constBits()))
gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, i - 30, imgsize[0], imgsize[1], 1, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr)
示例2: create_font_array
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def create_font_array(self, path):
# Load the first image to get font size
img = QImage(path + '32.png')
imgsize = (img.width(), img.height())
self.char_ar = float(imgsize[1]) / imgsize[0]
# Set-up the texture array
self.tex_id = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.tex_id)
gl.glTexImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_RGBA8, imgsize[0], imgsize[1], 127 - 32, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)
# We're using the ASCII range 32-126; space, uppercase, lower case, numbers, brackets, punctuation marks
for i in range(32, 127):
img = QImage(path + '%d.png' % i).convertToFormat(QImage.Format_ARGB32)
ptr = c_void_p(int(img.constBits()))
gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, i - 32, imgsize[0], imgsize[1], 1, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr)
示例3: load_lcd_font
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def load_lcd_font():
files = sorted(glob('mcp_font/*.png'))
img = QImage(files[0])
imgsize = (img.width(), img.height())
# Set-up the texture array
tex_id = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, tex_id)
gl.glTexImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_RGBA8, imgsize[0], imgsize[1], len(files), 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)
for i, fname in enumerate(files):
img = QImage(fname).convertToFormat(QImage.Format_ARGB32)
ptr = c_void_p(int(img.constBits()))
gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, imgsize[0], imgsize[1], 1, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr)
return tex_id
示例4: _try_load_texture
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def _try_load_texture(self):
# Surface texture
try:
texture_map = openvr.VRRenderModels().loadTexture_Async(self.model.diffuseTextureId)
except openvr.error_code.RenderModelError_Loading:
return
self.texture_map = texture_map
self.diffuse_texture = GL.glGenTextures(1)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.diffuse_texture)
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, self.texture_map.unWidth, self.texture_map.unHeight,
0, GL.GL_RGBA,
GL.GL_UNSIGNED_BYTE, self.texture_map.rubTextureMapData)
GL.glGenerateMipmap(GL.GL_TEXTURE_2D)
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)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR)
fLargest = GL.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
GL.glTexParameterf(GL.GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
self.texture_is_loaded = True
示例5: render_companion_window
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def render_companion_window(self):
GL.glDisable(GL.GL_DEPTH_TEST)
GL.glViewport(0, 0, self.companion_width, self.companion_height)
GL.glBindVertexArray(self.companion_window_vao)
GL.glUseProgram(self.companion_window_program)
# render left eye (first half of index array)
i_size = sizeof(c_uint16)
count = int(self.companion_window_index_size / 2)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.left_eye_desc.resolve_texture_id)
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)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
GL.glDrawElements(GL.GL_TRIANGLES, count, GL.GL_UNSIGNED_SHORT, cast(0 * i_size, c_void_p))
# render right eye (second half of index array)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.right_eye_desc.resolve_texture_id)
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)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
GL.glDrawElements(GL.GL_TRIANGLES, count, GL.GL_UNSIGNED_SHORT, cast(count * i_size, c_void_p))
GL.glBindVertexArray(0)
GL.glUseProgram(0)
示例6: set_up_texture_maps
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def set_up_texture_maps(self):
ts = pkg_resources.resource_stream('samples', 'cube_texture.png')
image = Image.open(ts).convert('RGBA')
width, height = image.size
image_data = numpy.array(list(image.getdata()), numpy.uint8)
self.i_texture = GL.glGenTextures(1)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.i_texture)
GL.glTexImage2D(
GL.GL_TEXTURE_2D,
0,
GL.GL_RGBA,
width, height,
0,
GL.GL_RGBA,
GL.GL_UNSIGNED_BYTE,
image_data,
)
GL.glGenerateMipmap(GL.GL_TEXTURE_2D)
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)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR)
f_largest = GL.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
GL.glTexParameterf(GL.GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, f_largest)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
示例7: _load
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def _load(self, surface):
self.free()
self.width = surface.get_width()
self.height = surface.get_height()
self.textureId = 0
textureId = (gl.GLuint * 1)()
surface.lock()
BYTEP = ctypes.POINTER(ctypes.c_ubyte)
ptr = ctypes.cast(surface._pixels_address, BYTEP)
gl.glGenTextures(1, textureId)
gl.glEnable(gl.GL_TEXTURE_2D)
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glPixelStorei(gl.GL_UNPACK_ROW_LENGTH, surface.get_pitch() // surface.get_bytesize())
gl.glBindTexture(gl.GL_TEXTURE_2D, textureId[0])
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)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, self.width, self.height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, ptr)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0);
gl.glPixelStorei(gl.GL_UNPACK_ROW_LENGTH, 0)
surface.unlock()
self.textureId = textureId[0]
示例8: createEmptyTexture
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def createEmptyTexture(self, width, height):
textureId = (gl.GLuint * 1)()
gl.glGenTextures(1, textureId)
gl.glBindTexture(gl.GL_TEXTURE_2D, textureId[0])
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_MIN_FILTER, gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
#None means reserve texture memory, but texels are undefined
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, width, height, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
return textureId[0]
示例9: __init__
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def __init__(self, width, height, internalFormat=gl.GL_RGBA, format=gl.GL_RGBA):
self.id_ = gl.glGenTextures(1)
self.internalFormat_ = internalFormat # gl.GL_RGB_FLOAT, gl.GL_RGB_UNSIGNED, ...
self.format = format # GL_RG. GL_RG_INTEGER, ...
self.width_ = width
self.height_ = height
gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, self.id_)
gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)
gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, 0)
示例10: fillTexture2d
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def fillTexture2d(data,tex = None, interp=True):
""" data.shape == (Ny,Nx)
file texture with GL_RED
data.shape == (Ny,Nx,3)
file texture with GL_RGB
if tex == None, returns a new created texture
"""
if tex is None:
tex = GL.glGenTextures(1)
GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT,1)
GL.glTexParameterf (GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
GL.glTexParameterf (GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR if interp else GL.GL_NEAREST)
GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE)
GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE)
# GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP)
# GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP)
if data.ndim == 2:
Ny,Nx = data.shape
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, Nx, Ny,
0, GL.GL_RED, GL.GL_FLOAT, data.astype(np.float32))
elif data.ndim == 3 and data.shape[2]==3:
Ny,Nx = data.shape[:2]
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, Nx, Ny,
0, GL.GL_RGB, GL.GL_FLOAT, data.astype(np.float32))
elif data.ndim == 3 and data.shape[2]==4:
Ny,Nx = data.shape[:2]
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, Nx, Ny,
0, GL.GL_RGBA, GL.GL_FLOAT, data.astype(np.float32))
else:
raise Exception("data format not supported! \ndata.shape should be either (Ny,Nx) or (Ny,Nx,3)")
return tex
示例11: __init__
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_TEXTURE_WRAP_S [as 别名]
def __init__(self, name, vr_model, vr_diffuse_texture):
self.name = name
# create and bind a VAO to hold state for this model
self.vertex_array = GL.glGenVertexArrays(1)
GL.glBindVertexArray(self.vertex_array)
# Populate a vertex buffer
self.vertex_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vertex_buffer)
GL.glBufferData(GL.GL_ARRAY_BUFFER,
sizeof(openvr.RenderModel_Vertex_t) * vr_model.unVertexCount,
vr_model.rVertexData, GL.GL_STATIC_DRAW)
# Identify the components in the vertex buffer
GL.glEnableVertexAttribArray(0)
hv3sz = sizeof(openvr.HmdVector3_t)
GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, False, sizeof(openvr.RenderModel_Vertex_t),
cast(0 * hv3sz, c_void_p))
GL.glEnableVertexAttribArray(1)
GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, False, sizeof(openvr.RenderModel_Vertex_t),
cast(1 * hv3sz, c_void_p))
GL.glEnableVertexAttribArray(2)
GL.glVertexAttribPointer(2, 2, GL.GL_FLOAT, False, sizeof(openvr.RenderModel_Vertex_t),
cast(2 * hv3sz, c_void_p))
# Create and populate the index buffer
self.index_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, self.index_buffer)
GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER,
sizeof(c_uint16) * vr_model.unTriangleCount * 3,
vr_model.rIndexData, GL.GL_STATIC_DRAW)
GL.glBindVertexArray(0)
# create and populate the texture
self.texture = GL.glGenTextures(1)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, vr_diffuse_texture.unWidth, vr_diffuse_texture.unHeight,
0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, vr_diffuse_texture.rubTextureMapData)
# If this renders black ask McJohn what's wrong.
GL.glGenerateMipmap(GL.GL_TEXTURE_2D)
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)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR)
f_largest = GL.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
GL.glTexParameterf(GL.GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, f_largest)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
self.vertex_count = vr_model.unTriangleCount * 3