-
Notifications
You must be signed in to change notification settings - Fork 5
/
Texture.py
120 lines (95 loc) · 2.63 KB
/
Texture.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
import OpenGL
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
from Utility import *
import Tessellator
#import exp.test as test
def createTextureFromSurface(surface):
#surf = pygame.Surface(surface.get_size(),pygame.SRCALPHA)
#surf.blit(surface,(0,0))
surf = surface
width = surf.get_width()
height = surf.get_height()
data = pygame.image.tostring(surf,"RGBA",1)
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D,texture)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )
#glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,GL_RGBA,GL_UNSIGNED_BYTE, data)
return texture,width,height
def createTextureFromFile(filename):
return createTextureFromSurface(pygame.image.load(filename))
def createTexture(data):
if isinstance(data,pygame.Surface):
return createTextureFromSurface(data)
elif isinstance(data,str):
return createTextureFromFile(data)
def renderTexture(texture,pos,size,method="2D"):
glColor3f(1,1,1)
w,h = size
if method == '2D':
glEnable2D()
x,y = pos
z = 0
else:
if(len(pos)==3):
x,y,z = pos
else:
x=pos[0]
y=pos[1]
z=0
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
#glBlendFunc(GL_SRC_ALPHA, GL_ONE)
glBindTexture(GL_TEXTURE_2D,texture)
'''
builder = test.MeshBuilder.getInstance()
builder.begin(GL_QUADS)
#print('wtf')
builder.setTexCoord(0, 0)
builder.addVertex(x, y, z)
builder.setTexCoord(1, 0)
builder.addVertex(x+w, y, z)
builder.setTexCoord(1, 1)
builder.addVertex(x+w, y+h, z)
builder.setTexCoord(0, 1)
builder.addVertex(x, y+h, z)
builder.render()
#print('hehe')
'''
tes = Tessellator.instance
tes.startDrawingQuads()
if method == '2D':
tes.addUV(0, 0)
tes.addVertex(x, y, z)
tes.addUV(1, 0)
tes.addVertex(x+w, y, z)
tes.addUV(1, 1)
tes.addVertex(x+w, y+h, z)
tes.addUV(0, 1)
tes.addVertex(x, y+h, z)
else:
tes.addUV(0, 0)
tes.addVertex(x, y, z)
tes.addUV(1, 0)
tes.addVertex(x+w, y, z)
tes.addUV(1, 1)
tes.addVertex(x+w, y+h, z)
tes.addUV(0, 1)
tes.addVertex(x, y+h, z)
tes.draw()
#'''
glBindTexture(GL_TEXTURE_2D,0)
glDisable(GL_TEXTURE_2D)
glDisable(GL_BLEND)
if method == '2D': glDisable2D()
def deleteTexture(*args):
glDeleteTextures(args[0])