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Python gl.glBindTexture函数代码示例

本文整理汇总了Python中pyglet.gl.glBindTexture函数的典型用法代码示例。如果您正苦于以下问题:Python glBindTexture函数的具体用法?Python glBindTexture怎么用?Python glBindTexture使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了glBindTexture函数的15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: __init__

    def __init__(self, width, height, background=[255,255,255]):
        self.width = width
        self.height = height
        self.triangles = []
        self.batch = Batch()
        self.bg_colour = background
        has_fbo = gl.gl_info.have_extension('GL_EXT_framebuffer_object')

        #setup a framebuffer
        self.fb = gl.GLuint()
        gl.glGenFramebuffersEXT(1, ctypes.byref(self.fb))
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, self.fb)

        #allocate a texture for the fb to render to
        tex = image.Texture.create_for_size(gl.GL_TEXTURE_2D, width, height, gl.GL_RGBA)
        gl.glBindTexture(gl.GL_TEXTURE_2D, tex.id)
        gl.glFramebufferTexture2DEXT(gl.GL_FRAMEBUFFER_EXT, gl.GL_COLOR_ATTACHMENT0_EXT, gl.GL_TEXTURE_2D, tex.id, 0)

        status = gl.glCheckFramebufferStatusEXT(gl.GL_FRAMEBUFFER_EXT)
        assert status == gl.GL_FRAMEBUFFER_COMPLETE_EXT

        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, 0)

        self.bg = self.batch.add( 6,
                        gl.GL_TRIANGLES,None,
                        ("v2i/static", (0,0,0,height,width,height,width,height,width,0,0,0)),
                        ("c3B/static",background*6)
                      )
开发者ID:msarch,项目名称:py,代码行数:28,代码来源:pyglet-bsoup.py

示例2: create_texture

    def create_texture(self, cls, rectangle=False, force_rectangle=False):
        '''Create a texture containing this image.

        If the image's dimensions are not powers of 2, a TextureRegion of
        a larger Texture will be returned that matches the dimensions of this
        image.

        :Parameters:
            `cls` : class (subclass of Texture)
                Class to construct.
            `rectangle` : bool
                ``True`` if a rectangle can be created; see
                `AbstractImage.get_texture`.

        :rtype: cls or cls.region_class
        '''

        _is_pow2 = lambda v: (v & (v - 1)) == 0

        target = gl.GL_TEXTURE_2D
        if rectangle and not (_is_pow2(self.width) and _is_pow2(self.height)):
            if gl.gl_info.have_extension('GL_ARB_texture_rectangle'):
                target = gl.GL_TEXTURE_RECTANGLE_ARB
            elif gl.gl_info.have_extension('GL_NV_texture_rectangle'):
                target = gl.GL_TEXTURE_RECTANGLE_NV

        texture = cls.create_for_size(target, self.width, self.height)
        subimage = False
        if texture.width != self.width or texture.height != self.height:
            texture = texture.get_region(0, 0, self.width, self.height)
            subimage = True

        internalformat = self._get_internalformat(self.format)

        gl.glBindTexture(texture.target, texture.id)
        gl.glTexParameteri(texture.target, gl.GL_TEXTURE_WRAP_S,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(texture.target, gl.GL_TEXTURE_WRAP_T,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(texture.target, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_LINEAR)
        gl.glTexParameteri(texture.target, gl.GL_TEXTURE_MIN_FILTER,
                           gl.GL_LINEAR)

        if subimage:
            width = texture.owner.width
            height = texture.owner.height
            blank = (ctypes.c_ubyte * (width * height * 4))()
            gl.glTexImage2D(texture.target, texture.level,
                            internalformat,
                            width, height,
                            1,
                            gl.GL_RGBA, gl.GL_UNSIGNED_BYTE,
                            blank)
            internalformat = None

        self.blit_to_texture(texture.target, texture.level,
                             0, 0, 0, internalformat)

        return texture
开发者ID:burnpanck,项目名称:enable,代码行数:60,代码来源:gl.py

示例3: buffer_texture

def buffer_texture(width, height):
    id_ = gl.GLuint()
    gl.glGenTextures(1, byref(id_))

    gl.glPushAttrib(gl.GL_ENABLE_BIT | gl.GL_TEXTURE_BIT)
    gl.glActiveTexture(gl.GL_TEXTURE0)
    gl.glEnable(gl.GL_TEXTURE_2D)

    gl.glBindTexture(gl.GL_TEXTURE_2D, id_)

    gl.glTexParameteri(gl.GL_TEXTURE_2D,
                       gl.GL_TEXTURE_MIN_FILTER,
                       gl.GL_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_2D,
                       gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_LINEAR)
    gl.glTexImage2D(
        gl.GL_TEXTURE_2D, 0, gl.GL_RGBA,
        width, height,
        0,
        gl.GL_RGBA, gl.GL_UNSIGNED_BYTE,
        (gl.GLubyte * (width*height * 4))(),
    )
    gl.glFlush()

    gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
    gl.glPopAttrib()

    return id_
开发者ID:edne,项目名称:pineal,代码行数:29,代码来源:framebuffer.py

示例4: draw

    def draw(self):
        if self._dirty:
            self._context = Context()
            self._parts = []
            self.free()
            self.render()
            self.build_vbo()
            self._dirty = False

        # set
        gl.glEnable(self._texture.target)
        gl.glBindTexture(self._texture.target, self._texture.id)
        gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT)

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        gl.glPushMatrix()
        self.transform()
        # cuadric.begin()
        self._vertex_list.draw(gl.GL_TRIANGLES)
        # cuadric.end()

        # unset
        gl.glPopMatrix()
        gl.glPopAttrib()
        gl.glDisable(self._texture.target)
开发者ID:1414648814,项目名称:cocos,代码行数:27,代码来源:draw.py

示例5: set_state

 def set_state(self):
     gl.glBindTexture( gl.GL_TEXTURE_CUBE_MAP, self.tex_object )
     gl.glTexGeni( gl.GL_S, gl.GL_TEXTURE_GEN_MODE, gl.GL_REFLECTION_MAP )
     gl.glTexGeni( gl.GL_T, gl.GL_TEXTURE_GEN_MODE, gl.GL_REFLECTION_MAP )
     gl.glTexGeni( gl.GL_R, gl.GL_TEXTURE_GEN_MODE, gl.GL_REFLECTION_MAP )
     gl.glEnable( gl.GL_TEXTURE_CUBE_MAP )
     gl.glTexEnvi( gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_DECAL )
开发者ID:Knio,项目名称:miru,代码行数:7,代码来源:graphics.py

示例6: upload

 def upload(self):
     '''
     Upload atlas data into video memory.
     '''
     glEnable( GL_TEXTURE_2D )
     if self.texid is None:
         self.texid = GLuint(0)
         glGenTextures(1,ctypes.byref(self.texid))
     glBindTexture( GL_TEXTURE_2D, self.texid )
     glTexParameteri( GL_TEXTURE_2D,
                         GL_TEXTURE_WRAP_S, GL_CLAMP )
     glTexParameteri( GL_TEXTURE_2D,
                         GL_TEXTURE_WRAP_T, GL_CLAMP )
     glTexParameteri( GL_TEXTURE_2D,
                         GL_TEXTURE_MAG_FILTER, GL_LINEAR )
     glTexParameteri( GL_TEXTURE_2D,
                         GL_TEXTURE_MIN_FILTER, GL_LINEAR )
     if self.depth == 1:
         glTexImage2D( GL_TEXTURE_2D, 0, GL_ALPHA,
                          self.width, self.height, 0,
                          GL_ALPHA, GL_UNSIGNED_BYTE, self.data.ctypes )
     elif self.depth == 3:
         glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
                          self.width, self.height, 0,
                          GL_RGB, GL_UNSIGNED_BYTE, self.data.ctypes )
     else:
         glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,
                          self.width, self.height, 0,
                          GL_RGBA, GL_UNSIGNED_BYTE, self.data.ctypes )
     glBindTexture( GL_TEXTURE_2D, 0 )
开发者ID:9173860,项目名称:psychopy,代码行数:30,代码来源:textureatlas.py

示例7: set_state

    def set_state(self):
        gl.glPushMatrix()
        gl.glMultMatrixf(rendering.matrix_to_gl(self.transform))

        if self.texture:
            gl.glEnable(self.texture.target)
            gl.glBindTexture(self.texture.target, self.texture.id)
开发者ID:mikedh,项目名称:trimesh,代码行数:7,代码来源:widget.py

示例8: texture_from_data

def texture_from_data(internalformat, size, data_format, data_type, data):
    '''Create texture from a data buffer (whatever can be passed as pointer to ctypes)
    internalformat - GL_RGBA8 or GL_RGB8 recommended
    size - a 1-, 2- or 3-tuple describing the image sizes
    data_format - see 'format' parameter of glDrawPixels
    data_type - see 'type' parameter of glDrawPixels
    data - pointer to memory'''

    size = list(size)
    dimensions = len(size)
    binding = getattr(gl, 'GL_TEXTURE_BINDING_{0:d}D'.format(dimensions))
    target = getattr(gl,'GL_TEXTURE_{0:d}D'.format(dimensions))
    texImage = getattr(gl,'glTexImage{0:d}D'.format(dimensions))
    oldbind = ctypes.c_uint(0)
    gl.glGetIntegerv(binding, ctypes.cast(ctypes.byref(oldbind), ctypes.POINTER(ctypes.c_int)))
    texid = ctypes.c_uint(0)
    gl.glEnable(target)
    gl.glGenTextures(1, ctypes.byref(texid))
    gl.glBindTexture(target, texid)
    gl.glTexParameteri(target, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
    gl.glTexParameteri(target, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)

    args = [target, 0, internalformat] + size + [0, data_format, data_type, data]

    texImage(*args)
    gl.glBindTexture(target, oldbind)
    return texid
开发者ID:moshev,项目名称:project-viking,代码行数:27,代码来源:sprite.py

示例9: get_blocky_image

def get_blocky_image(name):
	import pyglet.gl as gl
	image = pyglet.resource.image(name)
	gl.glBindTexture(image.target, image.id)
	gl.glTexParameteri(image.target, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
	gl.glTexParameteri(image.target, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
	return image
开发者ID:wkevina,项目名称:logic-game,代码行数:7,代码来源:entity.py

示例10: from_atlas

    def from_atlas(cls, name, firstgid, file, tile_width, tile_height):
        image = pyglet.image.load(file)
        rows = image.height // tile_height
        columns = image.width // tile_width
        image_grid = pyglet.image.ImageGrid(image, rows, columns)
        atlas = pyglet.image.TextureGrid(image_grid)
        id = firstgid
        ts = cls(name, {})
        ts.firstgid = firstgid
        for j in range(rows-1, -1, -1):
            for i in range(columns):
                tile_image = image.get_region(atlas[j, i].x, 
                                              atlas[j, i].y, 
                                              atlas[j, i].width, 
                                              atlas[j, i].height)

                # Set texture clamping to avoid mis-rendering subpixel edges
                gl.glBindTexture(tile_image.texture.target, id)
                gl.glTexParameteri(tile_image.texture.target, 
                    gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
                gl.glTexParameteri(tile_image.texture.target, 
                    gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)

                ts[id] = Tile(id, {}, tile_image)
                id += 1
        return ts
开发者ID:WizardWizardSomething,项目名称:wizardwar,代码行数:26,代码来源:tiles.py

示例11: set_data

 def set_data(self, arr):
     arr = np.asarray(arr)
     self.src_format, self.dst_format = fmts_from_shape(arr.shape,
                                                        self._texture_dim)
     # Float is default type
     if arr.dtype == np.uint8:
         arr = np.ascontiguousarray(arr)
         self.src_type = gl.GL_UNSIGNED_BYTE
     elif arr.dtype == np.float32:
         arr = np.ascontiguousarray(arr)
         self.src_type = gl.GL_FLOAT
     else:
         arr = np.astype(np.float32)
         self.src_type = gl.GL_FLOAT
     self._arr = arr
     if self._id:
         gl.glDeleteTextures(1, gl.byref(self._id))
     id = gl.GLuint()
     gl.glGenTextures(1, gl.byref(id))
     self._id = id
     gl.glPixelStorei (gl.GL_UNPACK_ALIGNMENT, 1)
     gl.glPixelStorei (gl.GL_PACK_ALIGNMENT, 1)
     gl.glBindTexture (self.target, self._id)
     gl.glTexParameterf (self.target,
                         gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
     gl.glTexParameterf (self.target,
                         gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
     gl.glTexParameterf (self.target, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP)
     gl.glTexParameterf (self.target, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP)
     self._setup_tex()
     self.update()
开发者ID:matthew-brett,项目名称:miniglumpy,代码行数:31,代码来源:textures.py

示例12: poll

    def poll(dt):
        out = next(itr, False)
        if out is False:
            if args.pause:
                label.text = "Done. ('q' to quit)"
            else:
                pyglet.app.exit()
        elif out is not None:
            name, buf = out
            real_dt = time.time() - last_time[0]
            last_time[0] = time.time()
            if buf.dtype == np.uint8:
                fmt = gl.GL_UNSIGNED_BYTE
            elif buf.dtype == np.uint16:
                fmt = gl.GL_UNSIGNED_SHORT
            else:
                label.text = 'Unsupported format: ' + buf.dtype
                return

            h, w, ch = buf.shape
            gl.glEnable(tex.target)
            gl.glBindTexture(tex.target, tex.id)
            gl.glTexImage2D(tex.target, 0, gl.GL_RGB8, w, h, 0, gl.GL_RGBA,
                            fmt, buf.tostring())
            gl.glDisable(tex.target)
            label.text = '%s (%g fps)' % (name, 1./real_dt)
        else:
            label.text += '.'
开发者ID:gijzelaerr,项目名称:cuburn,代码行数:28,代码来源:main.py

示例13: __init__

    def __init__(self, width, height, scale=2):
        """
        width, height:
            size of the window in pixels.
        scale:
            the size of the texture is (width//scale) x (height//scale).
        """
        pyglet.window.Window.__init__(self, width, height, caption='GrayScott Simulation',
                                      visible=False, vsync=False)
        self.reaction_shader = Shader('./glsl/default.vert', './glsl/reaction.frag')
        self.render_shader = Shader('./glsl/default.vert', './glsl/render.frag')
        self.pattern = DEFAULT_PATTERN
        self.palette = DEFAULT_PALETTE
        self.tex_width = width // scale
        self.tex_height = height // scale
        self.uv_texture = create_uv_texture(width//scale, height//scale)
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(self.uv_texture.target, self.uv_texture.id)

        # use an invisible buffer to do the computation.
        with FrameBuffer() as self.fbo:
            self.fbo.attach_texture(self.uv_texture)

        # why do we need this? the reason is in the 'on_mouse_drag' function.
        self.mouse_down = False

        # put all patterns in a list for iterating over them.
        self._species = list(SPECIES.keys())

        # set the uniforms and attributes in the two shaders.
        self.init_reaction_shader()
        self.init_render_shader()
开发者ID:biddy,项目名称:pywonderland,代码行数:32,代码来源:main.py

示例14: _drawLUTtoScreen

    def _drawLUTtoScreen(self):
        """(private) Used to set the LUT in Bits++ mode.

        Should not be needed by user if attached to a ``psychopy.visual.Window()``
        since this will automatically draw the LUT as part of the screen refresh.
        """
        #push the projection matrix and set to orthorgaphic
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glLoadIdentity()
        GL.glOrtho( 0, self.win.size[0],self.win.size[1], 0, 0, 1 )    #this also sets the 0,0 to be top-left
        #but return to modelview for rendering
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()

        #draw the pixels
        GL.glActiveTextureARB(GL.GL_TEXTURE0_ARB)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glActiveTextureARB(GL.GL_TEXTURE1_ARB)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glRasterPos2i(0,1)
        GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
        GL.glDrawPixels(len(self._HEADandLUT),1,
            GL.GL_RGB,GL.GL_UNSIGNED_BYTE,
            self._HEADandLUTstr)
        #GL.glDrawPixels(524,1, GL.GL_RGB,GL.GL_UNSIGNED_BYTE, self._HEADandLUTstr)
        #return to 3D mode (go and pop the projection matrix)
        GL.glMatrixMode( GL.GL_PROJECTION )
        GL.glPopMatrix()
        GL.glMatrixMode( GL.GL_MODELVIEW )
开发者ID:alexholcombe,项目名称:psychopy,代码行数:32,代码来源:bits.py

示例15: draw

    def draw(self):
        '''
        Draw the windows.
        '''
        self.program.use()

        data = list(self.root.get_data(0, 0))
        data = (gl.GLfloat * len(data))(*data)

        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, sizeof(data), data, gl.GL_DYNAMIC_DRAW)

        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture)
        if self.textmanager.dirty:
            # only upload the texture to the GPU if it has actually changed
            gl.glTexImage2D(gl.GL_TEXTURE_2D,
                     0,  # level
                     gl.GL_R8,
                     self.textmanager.width,
                     self.textmanager.height,
                     0,
                     gl.GL_RED,
                     gl.GL_UNSIGNED_BYTE,
                     ctypes.create_string_buffer(self.textmanager.img.tobytes()))
            self.textmanager.dirty = False
        self.program.uniform1i(b"tex", 0)  # set to 0 because the texture is bound to GL_TEXTURE0

        self.program.vertex_attrib_pointer(self.buffer, b"position", 4)
        # self.program.vertex_attrib_pointer(self.buffer, b"texcoord", 2, stride=4 * sizeof(gl.GLfloat), offset=2 * sizeof(gl.GLfloat))
        gl.glDrawArrays(gl.GL_QUADS, 0, len(data) // 4)
开发者ID:leovt,项目名称:openpark,代码行数:31,代码来源:windowmanager.py


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