本文整理汇总了Python中OpenGL.GL.glBindTexture方法的典型用法代码示例。如果您正苦于以下问题:Python GL.glBindTexture方法的具体用法?Python GL.glBindTexture怎么用?Python GL.glBindTexture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类OpenGL.GL
的用法示例。
在下文中一共展示了GL.glBindTexture方法的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: refresh_font_texture
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def refresh_font_texture(self):
# save texture state
last_texture = gl.glGetIntegerv(gl.GL_TEXTURE_BINDING_2D)
width, height, pixels = self.io.fonts.get_tex_data_as_rgba32()
if self._font_texture is not None:
gl.glDeleteTextures([self._font_texture])
self._font_texture = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self._font_texture)
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, pixels)
self.io.fonts.texture_id = self._font_texture
gl.glBindTexture(gl.GL_TEXTURE_2D, last_texture)
self.io.fonts.clear_tex_data()
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 glBindTexture [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3: load_lcd_font
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [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: render
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def render(self, pixmap, viewport_shape):
"""Renders the pixmap on a fullscreen quad.
Args:
pixmap: A 3D numpy array of bytes (np.uint8), with dimensions
(width, height, 3).
viewport_shape: A tuple of two elements, (width, height).
"""
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
GL.glViewport(0, 0, *viewport_shape)
GL.glUseProgram(self._shader)
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, self._texture)
GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, pixmap.shape[1],
pixmap.shape[0], 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE,
pixmap)
GL.glUniform1i(self._var_texture_sampler, 0)
GL.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4)
示例5: _try_load_texture
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [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6: display_gl
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def display_gl(self, modelview, projection, pose):
if not self.model_is_loaded:
self._try_load_model()
return
if not self.texture_is_loaded:
self._try_load_texture()
return
controller_X_room = pose.mDeviceToAbsoluteTracking
controller_X_room = matrixForOpenVrMatrix(controller_X_room)
modelview0 = controller_X_room * modelview
# Repack before use, just in case
modelview0 = numpy.asarray(numpy.matrix(modelview0, dtype=numpy.float32))
GL.glUniformMatrix4fv(4, 1, False, modelview0)
normal_matrix = numpy.asarray(controller_X_room)
GL.glUniformMatrix4fv(8, 1, False, normal_matrix)
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.diffuse_texture)
GL.glBindVertexArray(self.vao)
GL.glDrawElements(GL.GL_TRIANGLES, len(self.indexPositions), GL.GL_UNSIGNED_INT, None)
GL.glBindVertexArray(0)
示例7: render_companion_window
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [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8: set_up_texture_maps
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [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9: bindTextures
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def bindTextures(self, shader):
index = 0
for sampler, entry in self.textures.items():
shader.uniformi(sampler, index)
gl.glActiveTexture(gl.GL_TEXTURE0 + index)
gl.glBindTexture(gl.GL_TEXTURE_2D, entry.texture.textureId)
index += 1
示例10: unbindTextures
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def unbindTextures(self):
for i in range(len(self.textures)):
gl.glActiveTexture(gl.GL_TEXTURE0 + i)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glActiveTexture(gl.GL_TEXTURE0)
示例11: render
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def render(self, context):
self.shader.bind()
self.setUniforms(self.shader, context.uniforms)
self.shader.uniformf("screenSize", *self.getSize())
gl.glClearColor(*self.clearColor)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glDisable(gl.GL_DEPTH_TEST)
transforms = self.computeBoneTransforms()
boneMatrixArray = []
for i, transform in enumerate(transforms):
boneMatrix = transform.matrix
boneMatrix.p = transform.transparency #Abuse unused matrix location
overwrite = transform.damping > 0.0
if overwrite and self.oldFrameData.get(transform.bone.name):
overwrite = self.dampenBoneTransform(context, transform)
if overwrite:
self.oldFrameData[transform.bone.name] = SkinnedFrameData(context.shownTime, transform)
boneMatrixArray.extend(utils.matrixToList(boneMatrix))
self.shader.uniformMatrix4fArray("boneMatrices", boneMatrixArray)
for transform in transforms:
self.renderBoneTransform(transform, context)
for i in range(2):
gl.glActiveTexture(gl.GL_TEXTURE0 + i)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glActiveTexture(gl.GL_TEXTURE0)
self.shader.unbind()
示例12: _load
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [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13: bind
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def bind(self, index):
gl.glActiveTexture(gl.GL_TEXTURE0 + index)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.textureId)
示例14: copyRenderBufferToSurface
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def copyRenderBufferToSurface(self, surface):
surface.lock()
gl.glPixelStorei(gl.GL_PACK_ROW_LENGTH, surface.get_pitch() // surface.get_bytesize())
gl.glBindTexture(gl.GL_TEXTURE_2D, self.frameBuffer.texture)
gl.glGetTexImage(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, surface._pixels_address)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glPixelStorei(gl.GL_PACK_ROW_LENGTH, 0)
surface.unlock()
示例15: bind
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBindTexture [as 别名]
def bind(self):
GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID)