Python OpenGL.GL.glGenTextures() Examples

The following are 20 code examples of OpenGL.GL.glGenTextures(). 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 OpenGL.GL , or try the search function .
Example #1
Source File: opengl.py    From pyimgui with BSD 3-Clause "New" or "Revised" License 7 votes vote down vote up
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() 
Example #2
Source File: glutils.py    From MCEdit-Unified with ISC License 6 votes vote down vote up
def __init__(self, textureFunc=None, minFilter=None, magFilter=None):
        minFilter = minFilter or self.defaultFilter
        magFilter = magFilter or self.defaultFilter
        if textureFunc is None:
            textureFunc = lambda: None

        self.textureFunc = textureFunc
        self._texID = GL.glGenTextures(1)

        def _delete(r):
            Texture.allTextures.remove(r)

        self.allTextures.append(weakref.ref(self, _delete))
        self.bind()
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, minFilter)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, magFilter)

        self.textureFunc() 
Example #3
Source File: glutils.py    From GDMC with ISC License 6 votes vote down vote up
def __init__(self, textureFunc=None, minFilter=None, magFilter=None):
        minFilter = minFilter or self.defaultFilter
        magFilter = magFilter or self.defaultFilter
        if textureFunc is None:
            textureFunc = lambda: None

        self.textureFunc = textureFunc
        self._texID = GL.glGenTextures(1)

        def _delete(r):
            Texture.allTextures.remove(r)

        self.allTextures.append(weakref.ref(self, _delete))
        self.bind()
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, minFilter)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, magFilter)

        self.textureFunc() 
Example #4
Source File: hellovr_glfw.py    From pyopenvr with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
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) 
Example #5
Source File: tracked_devices_actor.py    From pyopenvr with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
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 
Example #6
Source File: blipdriver.py    From bluesky with GNU General Public License v3.0 6 votes vote down vote up
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 
Example #7
Source File: glhelpers.py    From bluesky with GNU General Public License v3.0 6 votes vote down vote up
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) 
Example #8
Source File: glhelpers.py    From bluesky with GNU General Public License v3.0 6 votes vote down vote up
def create_font_array(self, path):
        # Load the first image to get font size
        img          = QImage(path + '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 - 32, 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(32, 127):
            img = QImage(path + '%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 - 32, imgsize[0], imgsize[1], 1, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr) 
Example #9
Source File: framebuffer.py    From renpy-shader with MIT License 5 votes vote down vote up
def createEmptyTexture(self, width, height):
        textureId = (gl.GLuint * 1)()
        gl.glGenTextures(1, textureId)
        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_MIN_FILTER, gl.GL_NEAREST)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
        #None means reserve texture memory, but texels are undefined
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, width, height, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
        return textureId[0] 
Example #10
Source File: hellovr_glfw.py    From pyopenvr with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def __init__(self, width, height):
        self.render_framebuffer_id = GL.glGenFramebuffers(1)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.render_framebuffer_id)
        # 
        self.depth_buffer_id = GL.glGenRenderbuffers(1)
        GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, self.depth_buffer_id)
        GL.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, 4, GL.GL_DEPTH_COMPONENT, width, height)
        GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER,
                                     self.depth_buffer_id)
        #
        self.render_texture_id = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D_MULTISAMPLE, self.render_texture_id)
        GL.glTexImage2DMultisample(GL.GL_TEXTURE_2D_MULTISAMPLE, 4, GL.GL_RGBA8, width, height, True)
        GL.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D_MULTISAMPLE,
                                  self.render_texture_id, 0)
        #
        self.resolve_framebuffer_id = GL.glGenFramebuffers(1)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.resolve_framebuffer_id)
        #
        self.resolve_texture_id = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.resolve_texture_id)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAX_LEVEL, 0)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
        GL.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, self.resolve_texture_id,
                                  0)
        status = GL.glCheckFramebufferStatus(GL.GL_FRAMEBUFFER)
        assert status == GL.GL_FRAMEBUFFER_COMPLETE 
Example #11
Source File: fullscreen_quad.py    From dm_control with Apache License 2.0 5 votes vote down vote up
def _init_texture(self):
    """Initializes the texture storage."""
    self._texture = GL.glGenTextures(1)
    GL.glBindTexture(GL.GL_TEXTURE_2D, self._texture)
    GL.glTexParameteri(
        GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
    GL.glTexParameteri(
        GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) 
Example #12
Source File: glhelpers.py    From bluesky with GNU General Public License v3.0 5 votes vote down vote up
def load_texture(fname):
    img = QImage(fname)
    ptr = c_void_p(int(img.constBits()))

    tex_id = gl.glGenTextures(1)
    gl.glBindTexture(gl.GL_TEXTURE_2D, tex_id)
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, img.width(), img.height(), 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr)
    gl.glGenerateMipmap(gl.GL_TEXTURE_2D)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR_MIPMAP_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
    return tex_id 
Example #13
Source File: glhelpers.py    From bluesky with GNU General Public License v3.0 5 votes vote down vote up
def load_texture(fname):
    img = QImage(fname)
    ptr = c_void_p(int(img.constBits()))

    tex_id = gl.glGenTextures(1)
    gl.glBindTexture(gl.GL_TEXTURE_2D, tex_id)
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, img.width(), img.height(), 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr)
    gl.glGenerateMipmap(gl.GL_TEXTURE_2D)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR_MIPMAP_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
    return tex_id 
Example #14
Source File: glow.py    From semantic-kitti-api with MIT License 5 votes vote down vote up
def __init__(self, width, height, internalFormat=gl.GL_RGBA, format=gl.GL_RGBA):
    self.id_ = gl.glGenTextures(1)
    self.internalFormat_ = internalFormat  # gl.GL_RGB_FLOAT, gl.GL_RGB_UNSIGNED, ...
    self.format = format  # GL_RG. GL_RG_INTEGER, ...

    self.width_ = width
    self.height_ = height

    gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, self.id_)
    gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
    gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
    gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
    gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)
    gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, 0) 
Example #15
Source File: opengl.py    From pyimgui with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
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_alpha8()

        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_ALPHA, width, height, 0, gl.GL_ALPHA, 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() 
Example #16
Source File: texture.py    From renpy-shader with MIT License 5 votes vote down vote up
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] 
Example #17
Source File: gui_utils.py    From spimagine with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
def fillTexture2d(data,tex = None, interp=True):
    """ data.shape == (Ny,Nx)
          file texture with GL_RED
        data.shape == (Ny,Nx,3)
          file texture with GL_RGB

        if tex == None, returns a new created texture
    """

    if tex is None:
        tex = GL.glGenTextures(1)

    GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
    GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT,1)
    GL.glTexParameterf (GL.GL_TEXTURE_2D,
                     GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
    GL.glTexParameterf (GL.GL_TEXTURE_2D,
                     GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR if interp else GL.GL_NEAREST)

    GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE)
    GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE)
    # GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP)
    # GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP)

    if data.ndim == 2:
        Ny,Nx = data.shape
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, Nx, Ny,
                     0, GL.GL_RED, GL.GL_FLOAT, data.astype(np.float32))

    elif data.ndim == 3 and data.shape[2]==3:
        Ny,Nx = data.shape[:2]
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, Nx, Ny,
                         0, GL.GL_RGB, GL.GL_FLOAT, data.astype(np.float32))

    elif data.ndim == 3 and data.shape[2]==4:
        Ny,Nx = data.shape[:2]
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, Nx, Ny,
                         0, GL.GL_RGBA, GL.GL_FLOAT, data.astype(np.float32))

    else:
        raise Exception("data format not supported! \ndata.shape should be either (Ny,Nx) or (Ny,Nx,3)")
    return tex 
Example #18
Source File: glutils.py    From GDMC with ISC License 4 votes vote down vote up
def __init__(self, width, height, drawFunc):
        tex = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
        self.enabled = False
        self._texID = tex
        if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR):
            buf = FBO.glGenFramebuffers(1)
            depthbuffer = FBO.glGenRenderbuffers(1)

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height)

            FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0)

            status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER)
            if status != FBO.GL_FRAMEBUFFER_COMPLETE:
                print "glCheckFramebufferStatus", status
                self.enabled = False
                return

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            with gl.glPushAttrib(GL.GL_VIEWPORT_BIT):
                GL.glViewport(0, 0, width, height)
                drawFunc()

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0)
            FBO.glDeleteFramebuffers(1, [buf])
            FBO.glDeleteRenderbuffers(1, [depthbuffer])
            self.enabled = True
        else:
            GL.glReadBuffer(GL.GL_BACK)

            GL.glPushAttrib(
                GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT)
            GL.glDisable(GL.GL_STENCIL_TEST)

            GL.glViewport(0, 0, width, height)
            GL.glScissor(0, 0, width, height)
            with gl.glEnable(GL.GL_SCISSOR_TEST):
                drawFunc()

            GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
            GL.glReadBuffer(GL.GL_BACK)
            GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height)

            GL.glPopAttrib() 
Example #19
Source File: glutils.py    From MCEdit-Unified with ISC License 4 votes vote down vote up
def __init__(self, width, height, drawFunc):
        tex = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
        self.enabled = False
        self._texID = tex
        if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR):
            buf = FBO.glGenFramebuffers(1)
            depthbuffer = FBO.glGenRenderbuffers(1)

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height)

            FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0)

            status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER)
            if status != FBO.GL_FRAMEBUFFER_COMPLETE:
                print "glCheckFramebufferStatus", status
                self.enabled = False
                return

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            with gl.glPushAttrib(GL.GL_VIEWPORT_BIT):
                GL.glViewport(0, 0, width, height)
                drawFunc()

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0)
            FBO.glDeleteFramebuffers(1, [buf])
            FBO.glDeleteRenderbuffers(1, [depthbuffer])
            self.enabled = True
        else:
            GL.glReadBuffer(GL.GL_BACK)

            GL.glPushAttrib(
                GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT)
            GL.glDisable(GL.GL_STENCIL_TEST)

            GL.glViewport(0, 0, width, height)
            GL.glScissor(0, 0, width, height)
            with gl.glEnable(GL.GL_SCISSOR_TEST):
                drawFunc()

            GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
            GL.glReadBuffer(GL.GL_BACK)
            GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height)

            GL.glPopAttrib() 
Example #20
Source File: hellovr_glfw.py    From pyopenvr with BSD 3-Clause "New" or "Revised" License 3 votes vote down vote up
def __init__(self, name, vr_model, vr_diffuse_texture):
        self.name = name
        # create and bind a VAO to hold state for this model
        self.vertex_array = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vertex_array)
        # Populate a vertex buffer
        self.vertex_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vertex_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER,
                        sizeof(openvr.RenderModel_Vertex_t) * vr_model.unVertexCount,
                        vr_model.rVertexData, GL.GL_STATIC_DRAW)
        # Identify the components in the vertex buffer
        GL.glEnableVertexAttribArray(0)
        hv3sz = sizeof(openvr.HmdVector3_t)
        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, False, sizeof(openvr.RenderModel_Vertex_t),
                                 cast(0 * hv3sz, c_void_p))
        GL.glEnableVertexAttribArray(1)
        GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, False, sizeof(openvr.RenderModel_Vertex_t),
                                 cast(1 * hv3sz, c_void_p))
        GL.glEnableVertexAttribArray(2)
        GL.glVertexAttribPointer(2, 2, GL.GL_FLOAT, False, sizeof(openvr.RenderModel_Vertex_t),
                                 cast(2 * hv3sz, c_void_p))
        # Create and populate the index buffer
        self.index_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, self.index_buffer)
        GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER,
                        sizeof(c_uint16) * vr_model.unTriangleCount * 3,
                        vr_model.rIndexData, GL.GL_STATIC_DRAW)
        GL.glBindVertexArray(0)
        # create and populate the texture
        self.texture = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, vr_diffuse_texture.unWidth, vr_diffuse_texture.unHeight,
                        0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, vr_diffuse_texture.rubTextureMapData)
        # If this renders black ask McJohn what's wrong.
        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)
        self.vertex_count = vr_model.unTriangleCount * 3