Python bgl.glBindTexture() Examples

The following are 9 code examples of bgl.glBindTexture(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module bgl , or try the search function .
Example #1
Source File: ui.py    From addon_common with GNU General Public License v3.0 6 votes vote down vote up
def _draw(self):
        self.buffer_image()
        if not self.buffered: return

        cx,cy = (self.pos.x + self.size.x / 2, self.pos.y - self.size.y / 2)
        iw,ih = self.get_image_width(),self.get_image_height()
        il,it = cx-iw/2, cy+ih/2

        bgl.glColor4f(1,1,1,1)
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glEnable(bgl.GL_TEXTURE_2D)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glTexCoord2f(0,0);  bgl.glVertex2f(il,it)
        bgl.glTexCoord2f(0,1);  bgl.glVertex2f(il,it-ih)
        bgl.glTexCoord2f(1,1);  bgl.glVertex2f(il+iw,it-ih)
        bgl.glTexCoord2f(1,0);  bgl.glVertex2f(il+iw,it)
        bgl.glEnd()
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0) 
Example #2
Source File: viewport.py    From BlendLuxCore with GNU General Public License v3.0 6 votes vote down vote up
def draw(self, engine, context, scene):
        if self._transparent:
            bgl.glEnable(bgl.GL_BLEND)
            bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA)

        engine.bind_display_space_shader(scene)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glBindVertexArray(self.vertex_array[0])
        bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
        bgl.glBindVertexArray(NULL)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, NULL)

        engine.unbind_display_space_shader()

        err = bgl.glGetError()
        if err != bgl.GL_NO_ERROR:
            print("GL Error:", err)

        if self._transparent:
            bgl.glDisable(bgl.GL_BLEND) 
Example #3
Source File: viewport.py    From BlendLuxCore with GNU General Public License v3.0 6 votes vote down vote up
def _update_texture(self, scene):
        if self._transparent:
            gl_format = bgl.GL_RGBA
            internal_format = bgl.GL_RGBA32F
        else:
            gl_format = bgl.GL_RGB
            internal_format = bgl.GL_RGB32F

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, self._width, self._height,
                         0, gl_format, bgl.GL_FLOAT, self.buffer)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP_TO_EDGE)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE)

        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
        mag_filter = bgl.GL_NEAREST if scene.luxcore.viewport.mag_filter == "NEAREST" else bgl.GL_LINEAR
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, mag_filter)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, NULL) 
Example #4
Source File: viewport.py    From BlendLuxCore with GNU General Public License v3.0 6 votes vote down vote up
def draw_image(x, y, width, height, image, transparency, crop=(0, 0, 1, 1)):
    # draw_rect(x,y, width, height, (.5,0,0,.5))

    coords = [
        (x, y), (x + width, y),
        (x, y + height), (x + width, y + height)]

    uvs = [(crop[0], crop[1]),
           (crop[2], crop[1]),
           (crop[0], crop[3]),
           (crop[2], crop[3]),
           ]

    indices = [(0, 1, 2), (2, 1, 3)]

    shader = gpu.shader.from_builtin('2D_IMAGE')
    batch = batch_for_shader(shader, 'TRIS',
                             {"pos": coords,
                              "texCoord": uvs},
                             indices=indices)

    # send image to gpu if it isn't there already
    if image.gl_load():
        raise Exception()

    # texture identifier on gpu
    texture_id = image.bindcode

    # in case someone disabled it before
    bgl.glEnable(bgl.GL_BLEND)

    # bind texture to image unit 0
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture_id)

    shader.bind()
    # tell shader to use the image that is bound to image unit 0
    shader.uniform_int("image", 0)
    batch.draw(shader)

    bgl.glDisable(bgl.GL_TEXTURE_2D) 
Example #5
Source File: muv_texproj_ops.py    From Fluid-Designer with GNU General Public License v3.0 5 votes vote down vote up
def draw_texture(self, context):
        sc = context.scene

        # no textures are selected
        if sc.muv_texproj_tex_image == "None":
            return

        # setup rendering region
        rect = get_canvas(context, sc.muv_texproj_tex_magnitude)
        positions = [
            [rect.x0, rect.y0],
            [rect.x0, rect.y1],
            [rect.x1, rect.y1],
            [rect.x1, rect.y0]
            ]
        tex_coords = [[0.0, 0.0], [0.0, 1.0], [1.0, 1.0], [1.0, 0.0]]

        # get texture to be renderred
        img = bpy.data.images[sc.muv_texproj_tex_image]

        # OpenGL configuration
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glEnable(bgl.GL_TEXTURE_2D)
        if img.bindcode:
            bind = img.bindcode
            bgl.glBindTexture(bgl.GL_TEXTURE_2D, bind)
            bgl.glTexParameteri(
                bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
            bgl.glTexParameteri(
                bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
            bgl.glTexEnvi(
                bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)

        # render texture
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glColor4f(1.0, 1.0, 1.0, sc.muv_texproj_tex_transparency)
        for (v1, v2), (u, v) in zip(positions, tex_coords):
            bgl.glTexCoord2f(u, v)
            bgl.glVertex2f(v1, v2)
        bgl.glEnd() 
Example #6
Source File: ui.py    From addon_common with GNU General Public License v3.0 5 votes vote down vote up
def buffer_image(self):
        if not self.loaded: return
        if self.buffered: return
        if self.deleted: return
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glTexEnvf(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)
        bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
        bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
        # texbuffer = bgl.Buffer(bgl.GL_BYTE, [self.width,self.height,self.depth], image_data)
        image_size = self.image_width*self.image_height*self.image_depth
        texbuffer = bgl.Buffer(bgl.GL_BYTE, [image_size], self.image_flat)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, self.image_width, self.image_height, 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, texbuffer)
        del texbuffer
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
        self.buffered = True 
Example #7
Source File: archipack_gl.py    From archipack with GNU General Public License v3.0 5 votes vote down vote up
def draw(self, context, render=False):
        if self.image is None:
            return
        bgl.glPushAttrib(bgl.GL_ENABLE_BIT)
        p0 = self.pts[0]
        p1 = self.pts[1]
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glColor4f(*self.colour)
        bgl.glRectf(p0.x, p0.y, p1.x, p1.y)
        self.image.gl_load()
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.image.bindcode[0])
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
        bgl.glEnable(bgl.GL_TEXTURE_2D)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
        # bgl.glColor4f(1, 1, 1, 1)
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glTexCoord2d(0, 0)
        bgl.glVertex2d(p0.x, p0.y)
        bgl.glTexCoord2d(0, 1)
        bgl.glVertex2d(p0.x, p1.y)
        bgl.glTexCoord2d(1, 1)
        bgl.glVertex2d(p1.x, p1.y)
        bgl.glTexCoord2d(1, 0)
        bgl.glVertex2d(p1.x, p0.y)
        bgl.glEnd()
        self.image.gl_free()
        bgl.glDisable(bgl.GL_TEXTURE_2D) 
Example #8
Source File: viewport.py    From BlendLuxCore with GNU General Public License v3.0 5 votes vote down vote up
def __del__(self):
        bgl.glDeleteBuffers(2, self.vertex_buffer)
        bgl.glDeleteVertexArrays(1, self.vertex_array)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
        bgl.glDeleteTextures(1, self.texture) 
Example #9
Source File: draw_handler.py    From jewelcraft with GNU General Public License v3.0 4 votes vote down vote up
def draw(self, context):
    width = self.region.width
    height = self.region.height
    x = self.view_padding_left
    y = height - self.view_padding_top

    # Gem map
    # -----------------------------

    if not self.use_navigate:
        bgl.glEnable(bgl.GL_BLEND)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.offscreen.color_texture)

        shader_img.bind()
        shader_img.uniform_int("image", 0)

        args = {
            "pos": self.rect_coords(0, 0, width, height),
            "texCoord": self.rect_coords(0, 0, 1, 1),
        }

        batch = batch_for_shader(shader_img, "TRI_FAN", args)
        batch.draw(shader_img)

    # Onscreen text
    # -----------------------------

    y = self.onscreen_gem_table(x, y)
    y -= self.view_margin

    if self.show_warn:
        y = self.onscreen_warning(x, y)
        y -= self.view_margin

    self.onscreen_options(x, y)

    # Restore OpenGL defaults
    # ----------------------------

    bgl.glDisable(bgl.GL_BLEND)