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
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
|
# Copyright 2006-2009 Nanorex, Inc. See LICENSE file for details.
"""
texture_helpers.py -- helper functions for using OpenGL textures
@author: Bruce
@version: $Id$
@copyright: 2006-2009 Nanorex, Inc. See LICENSE file for details.
"""
from OpenGL.GL import glGenTextures
from OpenGL.GL import GL_TEXTURE_2D
from OpenGL.GL import glBindTexture
from OpenGL.GL import GL_UNPACK_ALIGNMENT
from OpenGL.GL import glPixelStorei
from OpenGL.GL import GL_RGBA
from OpenGL.GL import GL_UNSIGNED_BYTE
from OpenGL.GL import glTexImage2D
from OpenGL.GL import GL_CLAMP
from OpenGL.GL import GL_TEXTURE_WRAP_S
from OpenGL.GL import glTexParameterf
from OpenGL.GL import GL_TEXTURE_WRAP_T
from OpenGL.GL import GL_REPEAT
from OpenGL.GL import GL_LINEAR
from OpenGL.GL import GL_TEXTURE_MAG_FILTER
from OpenGL.GL import GL_LINEAR_MIPMAP_LINEAR
from OpenGL.GL import GL_TEXTURE_MIN_FILTER
from OpenGL.GL import GL_NEAREST
from OpenGL.GL import GL_DECAL
from OpenGL.GL import GL_TEXTURE_ENV
from OpenGL.GL import GL_TEXTURE_ENV_MODE
from OpenGL.GL import glTexEnvf
from OpenGL.GLU import gluBuild2DMipmaps
from utilities.debug_prefs import Choice_boolean_False # in disabled code
from utilities.debug_prefs import debug_pref # in disabled code
# note this runtime import below -- TODO, find out if it can be toplevel;
# the file it imports is not now [071017] in any import cycles:
## from ImageUtils import nEImageOps
# ==
# higher-level helpers
def load_image_into_new_texture_name(image_file, tex_name = 0):
"""
Allocate texture object in current GL Context (or use given one)
(either way, return have_mipmaps, tex_name)
and load image from file into it.
[what if wrong size??]
"""
# took code from ESPImage
image_obj = create_PIL_image_obj_from_image_file( image_file)
have_mipmaps, tex_name = loadTexture(image_obj, tex_name)
return have_mipmaps, tex_name
# TODO: rename, docstring
def setup_to_draw_texture_name(have_mipmaps, tex_name):
"""
#doc
Anything that calls this should eventually call
glpane.kluge_reset_texture_mode_to_work_around_renderText_bug(),
but only after all drawing using the texture is done.
"""
# assume it's already set up [what does that mean? bruce 071017]
#e bind it
glBindTexture(GL_TEXTURE_2D, tex_name)
_initTextureEnv(have_mipmaps) # sets texture params the way we want them
## now you can: (from ESPImage._draw_jig, which before this did pushmatrix
## etc)
## drawPlane(self.fill_color, self.width, self.width, textureReady,
## self.opacity, SOLID = True, pickCheckOnly = False)
##hw = self.width/2.0
##corners_pos = [V(-hw, hw, 0.0), V(-hw, -hw, 0.0),
## V(hw, -hw, 0.0), V(hw, hw, 0.0)]
##drawLineLoop(color, corners_pos)
return
# ==
# lower-level helpers modified from ESPImage
# [note: some of these are called from exprs/images.py; others are copied &
# modified into it [bruce 061125]]
# misnamed, see docstring; added kws, 061127
def create_PIL_image_obj_from_image_file(image_file, **kws):
### TODO: refile this into ImageUtils?
"""
Creates and returns an nEImageOps object
(using the given kws, documented in ImageUtils.py),
which contains (and sometimes modifies in place)
a PIL image object made from the named image file.
"""
from graphics.images.ImageUtils import nEImageOps
return nEImageOps(image_file, **kws)
def loadTexture(image_obj, tex_name = 0): #e arg want_mipmaps
"""
Load texture data from current image object;
return have_mipmaps, tex_name
(also leave that texture bound, BTW)
"""
# note: some of this code has been copied into exprs/images.py, class
# texture_holder [bruce 061125]
ix, iy, image = image_obj.getTextureData()
# allocate texture object if necessary
if not tex_name:
tex_name = glGenTextures(1)
# It's deprecated to let this happen much. [070308]
print "debug fyi: texture_helpers.loadTexture allocated tex_name %r" %\
(tex_name,)
# note: by experiment (iMac G5 Panther), this returns a single number
# (1L, 2L, ...), not a list or tuple, but for an argument >1 it returns
# a list of longs. We depend on this behavior here. [bruce 060207]
tex_name = int(tex_name) # make sure it worked as expected
assert tex_name != 0
# initialize texture data
glBindTexture(GL_TEXTURE_2D, tex_name) # 2d texture (x and y size)
glPixelStorei(GL_UNPACK_ALIGNMENT,1) ###k what's this?
have_mipmaps = False
##want_mipmaps = debug_pref("smoother tiny textures",
## Choice_boolean_False, prefs_key = True)
want_mipmaps = True
if want_mipmaps:
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA,
GL_UNSIGNED_BYTE, image)
have_mipmaps = True
else:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA,
GL_UNSIGNED_BYTE, image)
# 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0
# is borderwidth, and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe
# the external image data. [bruce 060212 comment]
return have_mipmaps, tex_name
# This gets us ready to draw (using coords in) a texture if we have it bound, I
# think. Called during draw method [modified from ESPImage.]
#e need smooth = False/True
def _initTextureEnv(have_mipmaps):
"""
have_mipmaps is boolean #doc
Anything that calls this should eventually call
glpane.kluge_reset_texture_mode_to_work_around_renderText_bug(),
but only after all drawing using the texture is done.
"""
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
# [looks like a bug that we overwrite clamp with repeat, just below?
# bruce 060212 comment]
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
if (0 and "kluge" and
debug_pref("smoother textures", Choice_boolean_False,
prefs_key = True)): ###@@@ revise to param
#bruce 060212 new feature (only visible in debug version so far);
# ideally it'd be controllable per-jig for side-by-side comparison;
# also, changing its menu item ought to gl_update but doesn't ##e
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
if have_mipmaps: ###@@@
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR)
else:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
else:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
return
# end
|