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Python Texture.clear方法代码示例

本文整理汇总了Python中pandac.PandaModules.Texture.clear方法的典型用法代码示例。如果您正苦于以下问题:Python Texture.clear方法的具体用法?Python Texture.clear怎么用?Python Texture.clear使用的例子?那么恭喜您, 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pandac.PandaModules.Texture的用法示例。


在下文中一共展示了Texture.clear方法的2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: MazeMapGui

# 需要导入模块: from pandac.PandaModules import Texture [as 别名]
# 或者: from pandac.PandaModules.Texture import clear [as 别名]
class MazeMapGui(DirectFrame):
    notify = directNotify.newCategory('MazeMapGui')

    def __init__(self, mazeCollTable, maskResolution = None, radiusRatio = None, bgColor = (0.8, 0.8, 0.8), fgColor = (0.5, 0.5, 0.5, 1.0)):
        DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self.hide()
        self._bgColor = bgColor
        self._fgColor = fgColor
        self._mazeCollTable = mazeCollTable
        self._mazeWidth = len(self._mazeCollTable[0])
        self._mazeHeight = len(self._mazeCollTable)
        self._maskResolution = maskResolution or DEFAULT_MASK_RESOLUTION
        if radiusRatio is None:
            self._radius = self._maskResolution * DEFAULT_RADIUS_RATIO
        else:
            self._radius = self._maskResolution * radiusRatio
        self._revealedCells = []
        for y in xrange(self._mazeHeight):
            self._revealedCells.append([])
            for u in xrange(self._mazeWidth):
                self._revealedCells[y].append(False)

        self._revealFunctions = {MazeRevealType.SmoothCircle: self._revealSmoothCircle,
         MazeRevealType.HardCircle: self._revealHardCircle,
         MazeRevealType.Square: self._revealSquare}
        self._revealFunction = MAZE_REVEAL_TYPE
        self.map = self._createMapTextureCard()
        self.map.reparentTo(self)
        self.maskedLayer = self.attachNewNode('maskedLayer')
        self.mask = self._createMaskTextureCard()
        self.mask.reparentTo(self)
        self.visibleLayer = self.attachNewNode('visibleLayer')
        self._laffMeterModel = loader.loadModel('phase_3/models/gui/laff_o_meter')
        self._toon2marker = {}
        return

    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in xrange(self._mazeHeight):
            for y in xrange(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        mapTexture = Texture('mapTexture')
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)
        mapImage.clear()
        del mapImage
        cm = CardMaker('map_cardMaker')
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map

    def _createMaskTextureCard(self):
        self._maskImage = PNMImage(self._maskResolution, self._maskResolution, 4)
        for x in xrange(self._maskResolution):
            for y in xrange(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)

        self.maskTexture = Texture('maskTexture')
        self.maskTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.maskTexture.setMinfilter(Texture.FTLinear)
        self.maskTexture.setWrapU(Texture.WMClamp)
        self.maskTexture.setWrapV(Texture.WMClamp)
        self.maskTexture.load(self._maskImage)
        base.graphicsEngine.renderFrame()
        cm = CardMaker('mask_cardMaker')
        cm.setFrame(-1.1, 1.1, -1.1, 1.1)
        mask = self.attachNewNode(cm.generate())
        mask.setTexture(self.maskTexture, 1)
        mask.setTransparency(1)
        return mask

    def _drawSquare(self, image, ulx, uly, size, color):
        x = int(ulx)
        while x <= ulx + size:
            y = int(uly)
            while y <= uly + size:
                if x > 0 and y > 0 and x < image.getXSize() and y < image.getYSize():
                    image.setXelA(x, y, color)
                y += 1

            x += 1

    def destroy(self):
        del self._mazeCollTable
        del self._maskResolution
        del self._radius
        del self._revealedCells
        del self._revealFunctions
        del self._revealFunction
#.........这里部分代码省略.........
开发者ID:Keithybub,项目名称:ToonTownReviveOld,代码行数:103,代码来源:MazeMapGui.py

示例2: __init__

# 需要导入模块: from pandac.PandaModules import Texture [as 别名]
# 或者: from pandac.PandaModules.Texture import clear [as 别名]

#.........这里部分代码省略.........
		# Make a filepath
		self.imgFile = Filename(image_path)
		if self.imgFile.empty():
			raise IOError, "File not found"

		# Instead of loading it outright, check with the PNMImageHeader if we can open
		# the file.
		imgHead = PNMImageHeader()
		if not imgHead.readHeader(self.imgFile):
			raise IOError, "PNMImageHeader could not read file. Try using absolute filepaths"

		# Load the image with a PNMImage
		image = PNMImage()
		image.read(self.imgFile)

		self.sizeX = image.getXSize()
		self.sizeY = image.getYSize()

		# We need to find the power of two size for the another PNMImage
		# so that the texture thats loaded on the geometry won't have artifacts
		textureSizeX = self.nextsize(self.sizeX)
		textureSizeY = self.nextsize(self.sizeY)

		# The actual size of the texture in memory
		self.realSizeX = textureSizeX
		self.realSizeY = textureSizeY

		self.paddedImg = PNMImage(textureSizeX, textureSizeY)
		if image.hasAlpha():
			self.paddedImg.alphaFill(0)
		# Copy the source image to the image we're actually using
		self.paddedImg.blendSubImage(image, 0, 0)
		# We're done with source image, clear it
		image.clear()

		# The pixel sizes for each cell
		self.colSize = self.sizeX/self.cols
		self.rowSize = self.sizeY/self.rows

		# How much padding the texture has
		self.paddingX = textureSizeX - self.sizeX
		self.paddingY = textureSizeY - self.sizeY

		# Set UV padding
		self.uPad = float(self.paddingX)/textureSizeX
		self.vPad = float(self.paddingY)/textureSizeY

		# The UV dimensions for each cell
		self.uSize = (1.0 - self.uPad) / self.cols
		self.vSize = (1.0 - self.vPad) / self.rows
	
		self.cards = []
		self.rowPerFace = rowPerFace
		for i in range(len(rowPerFace)):
			card = CardMaker("Sprite2d-Geom")

			# The positions to create the card at
			if anchorX == self.ALIGN_LEFT:
				posLeft = 0
				posRight = (self.colSize/scale)*repeatX
			elif anchorX == self.ALIGN_CENTER:
				posLeft = -(self.colSize/2.0/scale)*repeatX
				posRight = (self.colSize/2.0/scale)*repeatX
			elif anchorX == self.ALIGN_RIGHT:
				posLeft = -(self.colSize/scale)*repeatX
				posRight = 0
开发者ID:ChrisCraik,项目名称:tinygame,代码行数:70,代码来源:sprite.py


注:本文中的pandac.PandaModules.Texture.clear方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。