本文整理汇总了Python中Texture.Texture.bind方法的典型用法代码示例。如果您正苦于以下问题:Python Texture.bind方法的具体用法?Python Texture.bind怎么用?Python Texture.bind使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Texture.Texture
的用法示例。
在下文中一共展示了Texture.bind方法的12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: testRenderToTexture
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
def testRenderToTexture(self):
scale = 4
fullwidth, fullheight = 512, 512
width, height = int(fullwidth / scale), int(fullheight / scale)
t = Texture()
self.e.svg.setProjection((0, 0, fullwidth, fullheight))
t.prepareRenderTarget(width, height)
t.setAsRenderTarget()
glViewport(0, 0, width, height)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.svg.transform.translate(width * scale / 2, height * scale / 2)
self.svg.transform.rotate(3.141592)
self.svg.draw()
t.resetDefaultRenderTarget()
glViewport(0, 0, fullwidth, fullheight)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluOrtho2D(0.0, 1.0, 0.0, 1.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
t.bind()
glEnable(GL_TEXTURE_2D)
if not t.framebuffer.emulated:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glClear(GL_COLOR_BUFFER_BIT)
glColor3f(1.0, 1.0, 1.0)
glBegin(GL_TRIANGLE_STRIP)
glTexCoord2f(0.0, 0.0)
glVertex2f(0.0, 0.0)
glTexCoord2f(1.0, 0.0)
glVertex2f(1.0, 0.0)
glTexCoord2f(0.0, 1.0)
glVertex2f(0.0, 1.0)
glTexCoord2f(1.0, 1.0)
glVertex2f(1.0, 1.0)
glEnd()
self.e.video.flip()
import time
time.sleep(2)
示例2: ImgDrawing
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
#.........这里部分代码省略.........
y = y - ((self.pixelSize[1] * abs(self.scale[1]))*.5*(self.context.geometry[3]/SCREEN_HEIGHT))
elif fit == BOTTOM: #y is on bottom
y = y + ((self.pixelSize[1] * abs(self.scale[1]))*.5*(self.context.geometry[3]/SCREEN_HEIGHT))
self.position = [x,y]
def setScale(self, width, height, stretched = 0):
"""
@param stretched: Bitmask stretching the image according to the following values
0) does not stretch the image
1) fits it to the width of the viewport
2) fits it to the height of the viewport
3) stretches it so it fits the viewport
4) preserves the aspect ratio while stretching
"""
if stretched & FULL_SCREEN: # FULL_SCREEN is FIT_WIDTH | FIT_HEIGHT
xStretch = 1
yStretch = 1
if stretched & FIT_WIDTH:
xStretch = float(self.context.geometry[2]) / self.pixelSize[0]
if stretched & FIT_HEIGHT:
yStretch = float(self.context.geometry[3]) / self.pixelSize[1]
if stretched & KEEP_ASPECT:
if stretched & FULL_SCREEN == FULL_SCREEN: #Note that on FULL_SCREEN | KEEP_ASPECT we will scale to the larger and clip.
if xStretch > yStretch:
yStretch = xStretch
else:
xStretch = yStretch
else:
if stretched & FIT_WIDTH:
yStretch = xStretch
else:
xStretch = yStretch
width *= xStretch
height *= yStretch
self.scale = [width, height]
def setAngle(self, angle):
self.angle = angle
def setRect(self, rect):
"""
@param rect: The surface rectangle, this is used for cropping the texture
"""
if not rect == self.rect:
self.rect = rect
self.createTex()
def setAlignment(self, alignment):
"""
@param alignment: Adjusts the texture so the coordinate for x-axis placement can either be
on the left side (0), center point (1), or right(2) side of the image
"""
if alignment == CENTER:#center
self.shift = -.5
elif alignment == LEFT: #left
self.shift = 0
elif alignment == RIGHT:#right
self.shift = -1.0
def setVAlignment(self, alignment):
"""
@param valignment: Adjusts the texture so the coordinate for y-axis placement can either be
on the bottom side (0), center point (1), or top(2) side of the image
"""
if alignment == CENTER:#center
self.vshift = -.5
if alignment == TOP:#bottom
self.vshift = 0
elif alignment == BOTTOM:#top
self.vshift = -1.0
def setColor(self, color):
if len(color) == 3:
color = (color[0], color[1], color[2], 1.0)
self.color = color
def draw(self):
with cmgl.PushedSpecificMatrix(GL_TEXTURE):
with cmgl.PushedSpecificMatrix(GL_PROJECTION):
with cmgl.MatrixMode(GL_PROJECTION):
self.context.setProjection()
with cmgl.PushedMatrix():
glLoadIdentity()
glTranslate(self.position[0], self.position[1], 0.0)
glRotatef(-self.angle, 0, 0, 1)
glScalef(self.scale[0], self.scale[1], 1.0)
glScalef(self.pixelSize[0], self.pixelSize[1], 1)
glTranslatef(self.shift, self.vshift, 0)
glColor4f(*self.color)
glEnable(GL_TEXTURE_2D)
self.texture.bind()
cmgl.drawArrays(GL_QUADS, vertices=ImgDrawing.VTX_ARRAY, texcoords=self.texArray)
glDisable(GL_TEXTURE_2D)
示例3: ImgDrawing
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
#.........这里部分代码省略.........
# Make sure we have a valid texture
if not self.texture:
if type(ImgData) == str:
e = "Unable to load texture for %s." % ImgData
else:
e = "Unable to load texture for SVG file."
Log.error(e)
raise RuntimeError(e)
def convertToTexture(self, width, height):
if self.texture:
return
e = "SVG drawing does not have a valid texture image."
Log.error(e)
raise RuntimeError(e)
def _getEffectiveTransform(self):
transform = SvgTransform(self.transform)
transform.transform(self.context.transform)
return transform
def width1(self):
width = self.texture.pixelSize[0]
if not width == None:
return width
else:
return 0
#myfingershurt:
def height1(self):
height = self.texture.pixelSize[1]
if not height == None:
return height
else:
return 0
def widthf(self, pixelw):
width = self.texture.pixelSize[0]
wfactor = pixelw/width
if not width == None:
return wfactor
else:
return 0
def draw(self, color = (1, 1, 1, 1), rect = (0,1,0,1), lOffset = 0.0, rOffset = 0.0):
glMatrixMode(GL_TEXTURE)
glPushMatrix()
glMatrixMode(GL_PROJECTION)
glPushMatrix()
self.context.setProjection()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
self._getEffectiveTransform().applyGL()
glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
glTranslatef(-.5, -.5, 0)
glColor4f(*color)
glEnable(GL_TEXTURE_2D)
self.texture.bind()
self.triangVtx[0,0] = 0.0-lOffset
self.triangVtx[0,1] = 1.0
self.triangVtx[1,0] = 1.0-rOffset
self.triangVtx[1,1] = 1.0
self.triangVtx[2,0] = 0.0+lOffset
self.triangVtx[2,1] = 0.0
self.triangVtx[3,0] = 1.0+rOffset
self.triangVtx[3,1] = 0.0
self.textriangVtx[0,0] = rect[0]
self.textriangVtx[0,1] = rect[3]
self.textriangVtx[1,0] = rect[1]
self.textriangVtx[1,1] = rect[3]
self.textriangVtx[2,0] = rect[0]
self.textriangVtx[2,1] = rect[2]
self.textriangVtx[3,0] = rect[1]
self.textriangVtx[3,1] = rect[2]
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointerf(self.triangVtx)
glTexCoordPointerf(self.textriangVtx)
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.triangVtx.shape[0])
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisable(GL_TEXTURE_2D)
glPopMatrix()
glMatrixMode(GL_TEXTURE)
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
示例4: ImgDrawing
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
#.........这里部分代码省略.........
def createVtx(self):
vA = self.vtxArray #short hand variable casting
#topLeft, topRight, bottomRight, bottomLeft
vA[0,0] = 0.0; vA[0,1] = 1.0
vA[1,0] = 1.0; vA[1,1] = 1.0
vA[2,0] = 1.0; vA[2,1] = 0.0
vA[3,0] = 0.0; vA[3,1] = 0.0
def createTex(self):
tA = self.texArray
rect = self.rect
#topLeft, topRight, bottomRight, bottomLeft
tA[0,0] = rect[0]; tA[0,1] = rect[3]
tA[1,0] = rect[1]; tA[1,1] = rect[3]
tA[2,0] = rect[1]; tA[2,1] = rect[2]
tA[3,0] = rect[0]; tA[3,1] = rect[2]
def width1(self):
width = self.pixelSize[0]
if width:
return width
else:
return 0
#myfingershurt:
def height1(self):
height = self.pixelSize[1]
if height:
return height
else:
return 0
def widthf(self, pixelw):
width = self.pixelSize[0]
if width:
wfactor = pixelw/width
return wfactor
else:
return 0
def setPosition(self, x, y):
self.position = [x,y]
def setScale(self, width, height):
self.scale = [width, height]
def setAngle(self, angle):
self.angle = angle
def setRect(self, rect):
if not rect == self.rect:
self.rect = rect
self.createTex()
def setAlignment(self, alignment):
if alignment == LEFT: #left
self.shift = 0
elif alignment == CENTER:#center
self.shift = -.5
elif alignment == RIGHT:#right
self.shift = -1.0
def setVAlignment(self, alignment):
if alignment == 0: #bottom
self.vshift = 0
elif alignment == 1:#center
self.vshift = -.5
elif alignment == 2:#top
self.vshift = -1.0
def setColor(self, color):
if len(color) == 3:
color = (color[0], color[1], color[2], 1.0)
self.color = color
def draw(self):
with cmgl.PushedSpecificMatrix(GL_TEXTURE):
with cmgl.PushedSpecificMatrix(GL_PROJECTION):
with cmgl.MatrixMode(GL_PROJECTION):
self.context.setProjection()
with cmgl.PushedMatrix():
glLoadIdentity()
glTranslate(self.position[0], self.position[1], 0.0)
glScalef(self.scale[0], self.scale[1], 1.0)
glRotatef(self.angle, 0, 0, 1)
glScalef(self.pixelSize[0], self.pixelSize[1], 1)
glTranslatef(self.shift, self.vshift, 0)
glColor4f(*self.color)
glEnable(GL_TEXTURE_2D)
self.texture.bind()
cmgl.drawArrays(GL_QUADS, vertices=self.vtxArray, texcoords=self.texArray)
glDisable(GL_TEXTURE_2D)
示例5: __init__
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
#.........这里部分代码省略.........
Log.error(e)
raise RuntimeError(e)
def _cacheDrawing(self, drawBoard):
self.cache.beginCaching()
parser = sax.make_parser()
sax.parseString(self.svgData, SvgHandler(drawBoard, self.cache))
self.cache.endCaching()
del self.svgData
def convertToTexture(self, width, height):
if self.texture:
return
e = "SVG drawing does not have a valid texture image."
Log.error(e)
raise RuntimeError(e)
#try:
# self.texture = Texture()
# self.texture.bind()
# self.texture.prepareRenderTarget(width, height)
# self.texture.setAsRenderTarget()
# quality = self.context.getRenderingQuality()
# self.context.setRenderingQuality(HIGH_QUALITY)
# geometry = self.context.geometry
# self.context.setProjection((0, 0, width, height))
# glViewport(0, 0, width, height)
# self.context.clear()
# transform = SvgTransform()
# transform.translate(width / 2, height / 2)
# self._render(transform)
# self.texture.resetDefaultRenderTarget()
# self.context.setProjection(geometry)
# glViewport(*geometry)
# self.context.setRenderingQuality(quality)
#except TextureException, e:
# Log.warn("Unable to convert SVG drawing to texture: %s" % str(e))
def _getEffectiveTransform(self):
transform = SvgTransform(self.transform)
transform.transform(self.context.transform)
return transform
def _render(self, transform):
glMatrixMode(GL_TEXTURE)
glPushMatrix()
glMatrixMode(GL_MODELVIEW)
glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_STENCIL_BUFFER_BIT | GL_TRANSFORM_BIT | GL_COLOR_BUFFER_BIT | GL_POLYGON_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT)
if not self.cache:
self.cache = SvgCache(self.context.drawBoard)
self._cacheDrawing(self.context.drawBoard)
self.cache.draw(transform)
glPopAttrib()
glMatrixMode(GL_TEXTURE)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
def draw(self, color = (1, 1, 1, 1)):
glMatrixMode(GL_TEXTURE)
glPushMatrix()
glMatrixMode(GL_PROJECTION)
glPushMatrix()
self.context.setProjection()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
transform = self._getEffectiveTransform()
if self.texture:
glLoadIdentity()
transform.applyGL()
glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
glTranslatef(-.5, -.5, 0)
glColor4f(*color)
self.texture.bind()
glEnable(GL_TEXTURE_2D)
glBegin(GL_TRIANGLE_STRIP)
glTexCoord2f(0.0, 1.0)
glVertex2f(0.0, 1.0)
glTexCoord2f(1.0, 1.0)
glVertex2f(1.0, 1.0)
glTexCoord2f(0.0, 0.0)
glVertex2f(0.0, 0.0)
glTexCoord2f(1.0, 0.0)
glVertex2f(1.0, 0.0)
glEnd()
glDisable(GL_TEXTURE_2D)
else:
self._render(transform)
glMatrixMode(GL_TEXTURE)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
示例6: __init__
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
#.........这里部分代码省略.........
Log.error(e)
raise RuntimeError(e)
def _getEffectiveTransform(self):
transform = SvgTransform(self.transform)
transform.transform(self.context.transform)
return transform
def width1(self):
width = self.texture.pixelSize[0]
if not width == None:
return width
else:
return 0
#myfingershurt:
def height1(self):
height = self.texture.pixelSize[1]
if not height == None:
return height
else:
return 0
def widthf(self, pixelw):
width = self.texture.pixelSize[0]
wfactor = pixelw/width
if not width == None:
return wfactor
else:
return 0
def _render(self, transform):
glMatrixMode(GL_TEXTURE)
glPushMatrix()
glMatrixMode(GL_MODELVIEW)
glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_STENCIL_BUFFER_BIT | GL_TRANSFORM_BIT | GL_COLOR_BUFFER_BIT | GL_POLYGON_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT)
if not self.cache:
self.cache = SvgCache(self.context.drawBoard)
self._cacheDrawing(self.context.drawBoard)
self.cache.draw(transform)
glPopAttrib()
glMatrixMode(GL_TEXTURE)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
def draw(self, color = (1, 1, 1, 1), rect = (0,1,0,1), lOffset = 0.0, rOffset = 0.0):
glMatrixMode(GL_TEXTURE)
glPushMatrix()
glMatrixMode(GL_PROJECTION)
glPushMatrix()
self.context.setProjection()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
transform = self._getEffectiveTransform()
if self.texture:
glLoadIdentity()
transform.applyGL()
glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
glTranslatef(-.5, -.5, 0)
glColor4f(*color)
glEnable(GL_TEXTURE_2D)
self.texture.bind()
triangVtx = array(
[[0.0-lOffset, 1.0],
[1.0-rOffset, 1.0],
[0.0+lOffset, 0.0],
[1.0+rOffset, 0.0]], dtype=float32)
textriangVtx = array(
[[rect[0], rect[3]],
[rect[1], rect[3]],
[rect[0], rect[2]],
[rect[1], rect[2]]], dtype=float32)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_VERTEX_ARRAY)
glTexCoordPointerf(textriangVtx)
glVertexPointerf(triangVtx)
glDrawArrays(GL_TRIANGLE_STRIP, 0, triangVtx.shape[0])
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisable(GL_TEXTURE_2D)
else:
self._render(transform)
glMatrixMode(GL_TEXTURE)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
示例7: render
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
def render(self, text, pos = (0, 0), direction = (1, 0), scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005)):
"""
Draw some text.
@param text: Text to draw
@param pos: Text coordinate tuple (x, y)
@param direction: Text direction vector (x, y, z)
@param scale: Scale factor
"""
# deufeufeu : new drawing relaying only on pygame.font.render
# : I know me miss special unicodes characters, but the gain
# : is really important.
# evilynux : Use arrays to increase performance
def drawSquare(w,h,tw,th):
self.square_prim[1,0] = self.square_prim[3,0] = w
self.square_prim[2,1] = self.square_prim[3,1] = h
self.square_tex[0,1] = self.square_tex[1,1] = th
self.square_tex[1,0] = self.square_tex[3,0] = tw
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointerf(self.square_prim)
glTexCoordPointerf(self.square_tex)
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.square_prim.shape[0])
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if not text:
return
try:
t,w,h = self.stringsCache.get(text)
except KeyError:
s = self.font.render(text, True, (255,255,255))
t = Texture()
t.setFilter(GL_LINEAR, GL_LINEAR)
t.setRepeat(GL_CLAMP, GL_CLAMP)
t.loadSurface(s, alphaChannel = True)
del s
w, h = self.font.size(text)
self.stringsCache.add(text,(t,w,h))
x, y = pos
scale *= self.scale
w, h = w*scale, h*scale
tw,th = t.size
glEnable(GL_TEXTURE_2D)
glPushMatrix()
glTranslatef(x,y,0)
t.bind()
if self.outline:
glPushAttrib(GL_CURRENT_BIT)
glPushMatrix()
glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])
blur = 2 * DEFAULT_SCALE
for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0),
(1, 0), (-.7, .7), (0, 1), (.7, .7)]:
glPushMatrix()
glTranslatef(blur * offset[0], blur * offset[1], 0)
drawSquare(w,h,tw,th)
glPopMatrix()
glPopMatrix()
glPopAttrib()
if self.shadow:
glPushAttrib(GL_CURRENT_BIT)
glPushMatrix()
glColor4f(0, 0, 0, 1)
glTranslatef(shadowoffset[0], shadowoffset[1], 0)
drawSquare(w,h,tw,th)
glPopMatrix()
glPopAttrib()
drawSquare(w,h,tw,th)
glPopMatrix()
glDisable(GL_TEXTURE_2D)
return
示例8: ImgDrawing
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
#.........这里部分代码省略.........
tA[0,0] = rect[0]; tA[0,1] = rect[3]
tA[1,0] = rect[1]; tA[1,1] = rect[3]
tA[2,0] = rect[1]; tA[2,1] = rect[2]
tA[3,0] = rect[0]; tA[3,1] = rect[2]
def convertToTexture(self, width, height):
if self.texture:
return
e = "SVG drawing does not have a valid texture image."
Log.error(e)
raise RuntimeError(e)
def width1(self):
width = self.pixelSize[0]
if width:
return width
else:
return 0
#myfingershurt:
def height1(self):
height = self.pixelSize[1]
if height:
return height
else:
return 0
def widthf(self, pixelw):
width = self.pixelSize[0]
if width:
wfactor = pixelw/width
return wfactor
else:
return 0
def setPosition(self, x, y):
self.position = [x,y]
def setScale(self, width, height):
self.scale = [width, height]
def setAngle(self, angle):
self.angle = angle
def setRect(self, rect):
if not rect == self.rect:
self.rect = rect
self.createTex()
def setAlignment(self, alignment):
if alignment == 0: #left
self.shift = 0
elif alignment == 1:#center
self.shift = -.5
elif alignment == 2:#right
self.shift = -1.0
def setColor(self, color):
if len(color) == 3:
color = (color[0], color[1], color[2], 1.0)
self.color = color
def draw(self):
glMatrixMode(GL_TEXTURE)
glPushMatrix()
glMatrixMode(GL_PROJECTION)
glPushMatrix()
self.context.setProjection()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
glTranslate(self.position[0], self.position[1], 0.0)
glScalef(self.scale[0], self.scale[1], 1.0)
glRotatef(self.angle, 0, 0, 1)
glScalef(self.pixelSize[0], self.pixelSize[1], 1)
glTranslatef(self.shift, -.5, 0)
glColor4f(*self.color)
glEnable(GL_TEXTURE_2D)
self.texture.bind()
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointerf(self.vtxArray)
glTexCoordPointerf(self.texArray)
glDrawArrays(GL_QUADS, 0, self.vtxArray.shape[0])
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisable(GL_TEXTURE_2D)
glPopMatrix()
glMatrixMode(GL_TEXTURE)
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
示例9: FontObj
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
#.........这里部分代码省略.........
# the text is now different
self.rect = (0.0, 0.0, 1.0, 1.0)
self.createArrays()
def setAlignment(self, alignment):
alignment = alignment.upper()
if alignment == "LEFT":
self.alignment = LEFT
elif alignment == "RIGHT":
self.alignment = RIGHT
else:
self.alignment = CENTER
# changes the position of the image to x, y
def setPosition(self, x, y):
self.position = (x, y)
# moves the image from its current position by x and y
def slide(self, x=0, y=0):
self.position = (self.position[0] + x, self.position[1] + y)
# changes the size of the image and scales the surface
def setScale(self, width, height):
if self.scale[0] != width and self.scale[1] != height:
if (width >= 0 and width <= 1) and (height >= 0 and height <= 1):
self.scale = (width, height)
else:
self.scale = (float(width) / float(self.pixelSize[0]), float(height) / float(self.pixelSize[1]))
self.getDimensions()
def scaleWidth(self, width, keep_aspect_ratio=True):
height = self.scale[1]
if keep_aspect_ratio:
height = self.scale[1] * (width / self.pixelSize[0])
self.scale = (width / self.pixelSize[0], height)
self.getDimensions()
def scaleHeight(self, height, keep_aspect_ratio=True):
width = self.scale[0]
if keep_aspect_ratio:
width = self.scale[0] * (height / self.pixelSize[1])
self.setScale(width, height / self.pixelSize[1])
self.getDimensions()
# rotates the image to the angle
def setAngle(self, angle):
self.angle = angle
# rotates the image
def rotate(self, angle):
self.angle += angle
# sets the colour of the image (RGBA 0.0 -> 1.0)
def setColor(self, color):
self.color = list(self.color)
for i in range(len(color)):
self.color[i] = color[i]
# fades from the current color to the new color in the set amount of time
# remember that the color must be in RGBA format
def fade(self, color, milliseconds):
color = [float(c) for c in color] # makes sure the color is an array of floats
if list(self.color) != color:
self.color = [self.color[i] + (color[i] - self.color[i]) / milliseconds for i in range(len(self.color))]
return True
return False
# finally draws the image to the screen
def draw(self):
def render(position=self.position, scale=self.scale, angle=self.angle, color=self.color):
glPushMatrix()
x = position[0]
if self.alignment == 0:
x += float(self.pixelSize[0]) / 2.0
elif self.alignment == 2:
x -= float(self.pixelSize[0]) / 2.0
glTranslatef(x, position[1], -0.1)
glScalef(scale[0], -scale[1], 1.0)
glRotatef(angle, 0, 0, 1)
glColor4f(*color)
self.texture.bind()
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointerf(self.vtxArray)
glTexCoordPointerf(self.texArray)
glDrawArrays(GL_QUADS, 0, self.vtxArray.shape[0])
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glPopMatrix()
if self.shadow:
render(position=(self.position[0] + 1, self.position[1] - 2), color=(0, 0, 0, self.color[3]))
render()
示例10: render
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
def render(self, text, pos = (0, 0), rotate = 0, scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005), align = LEFT, new = False):
"""
Draw some text.
@param text: Text to draw
@param pos: Text coordinate tuple (x, y)
@param rotate: Angle to rotate text, in degrees
@param scale: Scale factor
"""
# deufeufeu : new drawing relaying only on pygame.font.render
# : I know me miss special unicodes characters, but the gain
# : is really important.
# evilynux : Use arrays to increase performance
def drawSquare(w,h,tw,th):
self.square_prim[1,0] = self.square_prim[3,0] = w
self.square_prim[2,1] = self.square_prim[3,1] = h
self.square_tex[0,1] = self.square_tex[1,1] = th
self.square_tex[1,0] = self.square_tex[3,0] = tw
cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=self.square_prim, texcoords=self.square_tex)
if not text:
return
try:
t,w,h = self.stringsCache.get(text)
except KeyError:
s = self.font.render(text, True, (255,255,255))
t = Texture()
t.setFilter(GL_LINEAR, GL_LINEAR)
t.setRepeat(GL_CLAMP, GL_CLAMP)
t.loadSurface(s, alphaChannel = True)
del s
w, h = self.font.size(text)
self.stringsCache.add(text,(t,w,h))
x, y = pos
scale *= self.scale
w, h = w*scale*self.aspectRatioFactor, h*scale
if align == CENTER: #we have already done all the calculating. Why not add this? - akedrou
x -= (w/2)
elif align == RIGHT:
x -= w
y -= (h/2)
tw,th = t.size
glEnable(GL_TEXTURE_2D)
with cmglPushedMatrix():
if rotate:
if not isinstance(rotate, tuple):
glRotatef(rotate, 0, 0, 1.0)
else:
glRotatef(0, *rotate)
glTranslatef(x,y,0)
t.bind()
if self.outline:
with cmglPushedAttrib(GL_CURRENT_BIT):
glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])
blur = 2 * DEFAULT_SCALE
for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0),
(1, 0), (-.7, .7), (0, 1), (.7, .7)]:
with cmglPushedMatrix():
glTranslatef(blur * offset[0], blur * offset[1], 0)
drawSquare(w,h,tw,th)
if self.shadow:
with cmglPushedAttrib(GL_CURRENT_BIT):
glColor4f(0, 0, 0, 1)
with cmglPushedMatrix():
glTranslatef(shadowoffset[0], shadowoffset[1], 0)
drawSquare(w,h,tw,th)
drawSquare(w,h,tw,th)
glDisable(GL_TEXTURE_2D)
示例11: render
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
def render(self, text, pos = (0, 0), direction = (1, 0), scale = DEFAULT_SCALE):
"""
Draw some text.
@param text: Text to draw
@param pos: Text coordinate tuple (x, y)
@param direction: Text direction vector (x, y, z)
@param scale: Scale factor
"""
# deufeufeu : new drawing relaying only on pygame.font.render
# : I know me miss special unicodes characters, but the gain
# : is really important.
def drawSquare(w,h,tw,th):
glBegin(GL_TRIANGLE_STRIP)
glTexCoord2f(0.0,th)
glVertex2f(0,0)
glTexCoord2f(tw,th)
glVertex2f(w,0)
glTexCoord2f(0.0,0.0)
glVertex2f(0,h)
glTexCoord2f(tw,0.0)
glVertex2f(w,h)
glEnd()
if not text:
return
try:
t,w,h = self.stringsCache.get(text)
except KeyError:
s = self.font.render(text, True, (255,255,255))
t = Texture()
t.setFilter(GL_LINEAR, GL_LINEAR)
t.setRepeat(GL_CLAMP, GL_CLAMP)
t.loadSurface(s, alphaChannel = True)
del s
w, h = self.font.size(text)
self.stringsCache.add(text,(t,w,h))
x, y = pos
scale *= self.scale
w, h = w*scale, h*scale
tw,th = t.size
glEnable(GL_TEXTURE_2D)
glPushMatrix()
glTranslatef(x,y,0)
t.bind()
if self.outline:
glPushAttrib(GL_CURRENT_BIT)
glPushMatrix()
glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])
blur = 2 * DEFAULT_SCALE
for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0),
(1, 0), (-.7, .7), (0, 1), (.7, .7)]:
glPushMatrix()
glTranslatef(blur * offset[0], blur * offset[1], 0)
drawSquare(w,h,tw,th)
glPopMatrix()
glPopMatrix()
glPopAttrib()
if self.shadow:
glPushAttrib(GL_CURRENT_BIT)
glPushMatrix()
glColor4f(0, 0, 0, 1)
glTranslatef(.0022, .0005, 0)
drawSquare(w,h,tw,th)
glPopMatrix()
glPopAttrib()
drawSquare(w,h,tw,th)
glPopMatrix()
glDisable(GL_TEXTURE_2D)
return
示例12: __init__
# 需要导入模块: from Texture import Texture [as 别名]
# 或者: from Texture.Texture import bind [as 别名]
class ImgDrawing:
def __init__(self, context, imgPath):
self.imgPath = None
self.texture = None
self.context = context
self.cache = None
self.transform = ImgTransform()
# Load PNG files directly
if imgPath.endswith(".png"):
self.texture = Texture(imgPath)
else:
e = "Unsupported Image format."
Log.error(e)
raise RuntimeError(e)
# Make sure we have a valid texture
if not self.texture:
e = "Unable to load texture for %s." % imgPath
Log.error(e)
raise RuntimeError(e)
def convertToTexture(self, width, height):
if self.texture:
return
e = "Img drawing does not have a valid texture image."
Log.error(e)
raise RuntimeError(e)
def _getEffectiveTransform(self):
transform = ImgTransform(self.transform)
transform.transform(self.context.transform)
return transform
def draw(self, color = (1, 1, 1, 1)):
glMatrixMode(GL_TEXTURE)
glPushMatrix()
glMatrixMode(GL_PROJECTION)
glPushMatrix()
self.context.setProjection()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
transform = self._getEffectiveTransform()
if self.texture:
glLoadIdentity()
transform.applyGL()
glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
glTranslatef(-.5, -.5, 0)
glColor4f(*color)
self.texture.bind()
glEnable(GL_TEXTURE_2D)
glBegin(GL_TRIANGLE_STRIP)
glTexCoord2f(0.0, 1.0)
glVertex2f(0.0, 1.0)
glTexCoord2f(1.0, 1.0)
glVertex2f(1.0, 1.0)
glTexCoord2f(0.0, 0.0)
glVertex2f(0.0, 0.0)
glTexCoord2f(1.0, 0.0)
glVertex2f(1.0, 0.0)
glEnd()
glDisable(GL_TEXTURE_2D)
glMatrixMode(GL_TEXTURE)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)