"""Image load, capture and high-level texture functions. Only basic functionality is described here; for full reference see the accompanying documentation. To load an image:: from pyglet import image pic = image.load('picture.png') The supported image file types include PNG, BMP, GIF, JPG, and many more, somewhat depending on the operating system. To load an image from a file-like object instead of a filename:: pic = image.load('hint.jpg', file=fileobj) The hint helps the module locate an appropriate decoder to use based on the file extension. It is optional. Once loaded, images can be used directly by most other modules of pyglet. All images have a width and height you can access:: width, height = pic.width, pic.height You can extract a region of an image (this keeps the original image intact; the memory is shared efficiently):: subimage = pic.get_region(x, y, width, height) Remember that y-coordinates are always increasing upwards. Drawing images -------------- To draw an image at some point on the screen:: pic.blit(x, y, z) This assumes an appropriate view transform and projection have been applied. Some images have an intrinsic "anchor point": this is the point which will be aligned to the ``x`` and ``y`` coordinates when the image is drawn. By default the anchor point is the lower-left corner of the image. You can use the anchor point to center an image at a given point, for example:: pic.anchor_x = pic.width // 2 pic.anchor_y = pic.height // 2 pic.blit(x, y, z) Texture access -------------- If you are using OpenGL directly, you can access the image as a texture:: texture = pic.get_texture() (This is the most efficient way to obtain a texture; some images are immediately loaded as textures, whereas others go through an intermediate form). To use a texture with pyglet.gl:: from pyglet.gl import * glEnable(texture.target) # typically target is GL_TEXTURE_2D glBindTexture(texture.target, texture.id) # ... draw with the texture Pixel access ------------ To access raw pixel data of an image:: rawimage = pic.get_image_data() (If the image has just been loaded this will be a very quick operation; however if the image is a texture a relatively expensive readback operation will occur). The pixels can be accessed as a string:: format = 'RGBA' pitch = rawimage.width * len(format) pixels = rawimage.get_data(format, pitch) "format" strings consist of characters that give the byte order of each color component. For example, if rawimage.format is 'RGBA', there are four color components: red, green, blue and alpha, in that order. Other common format strings are 'RGB', 'LA' (luminance, alpha) and 'I' (intensity). The "pitch" of an image is the number of bytes in a row (this may validly be more than the number required to make up the width of the image, it is common to see this for word alignment). If "pitch" is negative the rows of the image are ordered from top to bottom, otherwise they are ordered from bottom to top. Retrieving data with the format and pitch given in `ImageData.format` and `ImageData.pitch` avoids the need for data conversion (assuming you can make use of the data in this arbitrary format). """ import re import weakref from ctypes import * from io import open, BytesIO import pyglet from pyglet.gl import * from pyglet.gl import gl_info from pyglet.util import asbytes from .codecs import ImageEncodeException, ImageDecodeException from .codecs import registry as _codec_registry from .codecs import add_default_codecs as _add_default_codecs from .animation import Animation, AnimationFrame from .buffer import * from . import atlas class ImageException(Exception): pass class TextureArraySizeExceeded(Exception): """Exception occurs ImageData dimensions are larger than the array supports.""" pass class TextureArrayDepthExceeded(Exception): """Exception occurs when depth has hit the maximum supported of the array.""" pass def load(filename, file=None, decoder=None): """Load an image from a file. :Parameters: `filename` : str Used to guess the image format, and to load the file if `file` is unspecified. `file` : file-like object or None Source of image data in any supported format. `decoder` : ImageDecoder or None If unspecified, all decoders that are registered for the filename extension are tried. If none succeed, the exception from the first decoder is raised. :rtype: AbstractImage .. note:: You can make no assumptions about the return type; usually it will be ImageData or CompressedImageData, but decoders are free to return any subclass of AbstractImage. """ if decoder: return decoder.decode(filename, file) else: return _codec_registry.decode(filename, file) def load_animation(filename, file=None, decoder=None): """Load an animation from a file. Currently, the only supported format is GIF. :Parameters: `filename` : str Used to guess the animation format, and to load the file if `file` is unspecified. `file` : file-like object or None File object containing the animation stream. `decoder` : ImageDecoder or None If unspecified, all decoders that are registered for the filename extension are tried. If none succeed, the exception from the first decoder is raised. :rtype: Animation """ if decoder: return decoder.decode_animation(filename, file) else: return _codec_registry.decode_animation(filename, file) def create(width, height, pattern=None): """Create an image optionally filled with the given pattern. :Parameters: `width` : int Width of image to create `height` : int Height of image to create `pattern` : ImagePattern or None Pattern to fill image with. If unspecified, the image will initially be transparent. :rtype: AbstractImage .. note:: You can make no assumptions about the return type; usually it will be ImageData or CompressedImageData, but patterns are free to return any subclass of AbstractImage. """ if not pattern: pattern = SolidColorImagePattern() return pattern.create_image(width, height) def get_max_texture_size(): """Query the maximum texture size available""" size = c_int() glGetIntegerv(GL_MAX_TEXTURE_SIZE, size) return size.value def get_max_array_texture_layers(): """Query the maximum TextureArray depth""" max_layers = c_int() glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, max_layers) return max_layers.value def _color_as_bytes(color): if len(color) != 4: raise TypeError("color is expected to have 4 components") return bytes(color) class ImagePattern: """Abstract image creation class.""" def create_image(self, width, height): """Create an image of the given size. :Parameters: `width` : int Width of image to create `height` : int Height of image to create :rtype: AbstractImage """ raise NotImplementedError('abstract') class SolidColorImagePattern(ImagePattern): """Creates an image filled with a solid color.""" def __init__(self, color=(0, 0, 0, 0)): """Create a solid image pattern with the given color. :Parameters: `color` : (int, int, int, int) 4-tuple of ints in range [0,255] giving RGBA components of color to fill with. """ self.color = _color_as_bytes(color) def create_image(self, width, height): data = self.color * width * height return ImageData(width, height, 'RGBA', data) class CheckerImagePattern(ImagePattern): """Create an image with a tileable checker image. """ def __init__(self, color1=(150, 150, 150, 255), color2=(200, 200, 200, 255)): """Initialise with the given colors. :Parameters: `color1` : (int, int, int, int) 4-tuple of ints in range [0,255] giving RGBA components of color to fill with. This color appears in the top-left and bottom-right corners of the image. `color2` : (int, int, int, int) 4-tuple of ints in range [0,255] giving RGBA components of color to fill with. This color appears in the top-right and bottom-left corners of the image. """ self.color1 = _color_as_bytes(color1) self.color2 = _color_as_bytes(color2) def create_image(self, width, height): hw = width // 2 hh = height // 2 row1 = self.color1 * hw + self.color2 * hw row2 = self.color2 * hw + self.color1 * hw data = row1 * hh + row2 * hh return ImageData(width, height, 'RGBA', data) class AbstractImage: """Abstract class representing an image. :Parameters: `width` : int Width of image `height` : int Height of image `anchor_x` : int X coordinate of anchor, relative to left edge of image data `anchor_y` : int Y coordinate of anchor, relative to bottom edge of image data """ anchor_x = 0 anchor_y = 0 def __init__(self, width, height): self.width = width self.height = height def __repr__(self): return "{}(size={}x{})".format(self.__class__.__name__, self.width, self.height) def get_image_data(self): """Get an ImageData view of this image. Changes to the returned instance may or may not be reflected in this image. :rtype: :py:class:`~pyglet.image.ImageData` .. versionadded:: 1.1 """ raise ImageException('Cannot retrieve image data for %r' % self) def get_texture(self, rectangle=False): """A :py:class:`~pyglet.image.Texture` view of this image. :Parameters: `rectangle` : bool Unused. Kept for compatibility. .. versionadded:: 1.1.4. :rtype: :py:class:`~pyglet.image.Texture` .. versionadded:: 1.1 """ raise ImageException('Cannot retrieve texture for %r' % self) def get_mipmapped_texture(self): """Retrieve a :py:class:`~pyglet.image.Texture` instance with all mipmap levels filled in. :rtype: :py:class:`~pyglet.image.Texture` .. versionadded:: 1.1 """ raise ImageException('Cannot retrieve mipmapped texture for %r' % self) def get_region(self, x, y, width, height): """Retrieve a rectangular region of this image. :Parameters: `x` : int Left edge of region. `y` : int Bottom edge of region. `width` : int Width of region. `height` : int Height of region. :rtype: AbstractImage """ raise ImageException('Cannot get region for %r' % self) def save(self, filename=None, file=None, encoder=None): """Save this image to a file. :Parameters: `filename` : str Used to set the image file format, and to open the output file if `file` is unspecified. `file` : file-like object or None File to write image data to. `encoder` : ImageEncoder or None If unspecified, all encoders matching the filename extension are tried. If all fail, the exception from the first one attempted is raised. """ if not file: file = open(filename, 'wb') if encoder: encoder.encode(self, filename, file) else: first_exception = None for encoder in _codec_registry.get_encoders(filename): try: return encoder.encode(self, filename, file) except ImageEncodeException as e: first_exception = first_exception or e file.seek(0) if not first_exception: raise ImageEncodeException('No image encoders are available') raise first_exception def blit(self, x, y, z=0): """Draw this image to the active framebuffers. The image will be drawn with the lower-left corner at (``x -`` `anchor_x`, ``y -`` `anchor_y`, ``z``). """ raise ImageException('Cannot blit %r.' % self) def blit_into(self, source, x, y, z): """Draw `source` on this image. `source` will be copied into this image such that its anchor point is aligned with the `x` and `y` parameters. If this image is a 3D texture, the `z` coordinate gives the image slice to copy into. Note that if `source` is larger than this image (or the positioning would cause the copy to go out of bounds) then you must pass a region of `source` to this method, typically using get_region(). """ raise ImageException('Cannot blit images onto %r.' % self) def blit_to_texture(self, target, level, x, y, z=0): """Draw this image on the currently bound texture at `target`. This image is copied into the texture such that this image's anchor point is aligned with the given `x` and `y` coordinates of the destination texture. If the currently bound texture is a 3D texture, the `z` coordinate gives the image slice to blit into. """ raise ImageException('Cannot blit %r to a texture.' % self) class AbstractImageSequence: """Abstract sequence of images. The sequence is useful for storing image animations or slices of a volume. For efficient access, use the `texture_sequence` member. The class also implements the sequence interface (`__len__`, `__getitem__`, `__setitem__`). """ def get_texture_sequence(self): """Get a TextureSequence. :rtype: `TextureSequence` .. versionadded:: 1.1 """ raise NotImplementedError('abstract') def get_animation(self, period, loop=True): """Create an animation over this image sequence for the given constant framerate. :Parameters `period` : float Number of seconds to display each frame. `loop` : bool If True, the animation will loop continuously. :rtype: :py:class:`~pyglet.image.Animation` .. versionadded:: 1.1 """ return Animation.from_image_sequence(self, period, loop) def __getitem__(self, slice): """Retrieve a (list of) image. :rtype: AbstractImage """ raise NotImplementedError('abstract') def __setitem__(self, slice, image): """Replace one or more images in the sequence. :Parameters: `image` : `~pyglet.image.AbstractImage` The replacement image. The actual instance may not be used, depending on this implementation. """ raise NotImplementedError('abstract') def __len__(self): raise NotImplementedError('abstract') def __iter__(self): """Iterate over the images in sequence. :rtype: Iterator .. versionadded:: 1.1 """ raise NotImplementedError('abstract') class TextureSequence(AbstractImageSequence): """Interface for a sequence of textures. Typical implementations store multiple :py:class:`~pyglet.image.TextureRegion` s within one :py:class:`~pyglet.image.Texture` so as to minimise state changes. """ def get_texture_sequence(self): return self class UniformTextureSequence(TextureSequence): """Interface for a sequence of textures, each with the same dimensions. :Parameters: `item_width` : int Width of each texture in the sequence. `item_height` : int Height of each texture in the sequence. """ def _get_item_width(self): raise NotImplementedError('abstract') def _get_item_height(self): raise NotImplementedError('abstract') @property def item_width(self): return self._get_item_width() @property def item_height(self): return self._get_item_height() class ImageData(AbstractImage): """An image represented as a string of unsigned bytes. :Parameters: `data` : str Pixel data, encoded according to `format` and `pitch`. `format` : str The format string to use when reading or writing `data`. `pitch` : int Number of bytes per row. Negative values indicate a top-to-bottom arrangement. """ _swap1_pattern = re.compile(asbytes('(.)'), re.DOTALL) _swap2_pattern = re.compile(asbytes('(.)(.)'), re.DOTALL) _swap3_pattern = re.compile(asbytes('(.)(.)(.)'), re.DOTALL) _swap4_pattern = re.compile(asbytes('(.)(.)(.)(.)'), re.DOTALL) _current_texture = None _current_mipmap_texture = None def __init__(self, width, height, fmt, data, pitch=None): """Initialise image data. :Parameters: `width` : int Width of image data `height` : int Height of image data `fmt` : str A valid format string, such as 'RGB', 'RGBA', 'ARGB', etc. `data` : sequence String or array/list of bytes giving the decoded data. `pitch` : int or None If specified, the number of bytes per row. Negative values indicate a top-to-bottom arrangement. Defaults to ``width * len(format)``. """ super().__init__(width, height) self._current_format = self._desired_format = fmt.upper() self._current_data = data self.pitch = pitch or width * len(fmt) self._current_pitch = self.pitch self.mipmap_images = [] def __getstate__(self): return { 'width': self.width, 'height': self.height, '_current_data': self.get_data(self._current_format, self._current_pitch), '_current_format': self._current_format, '_desired_format': self._desired_format, '_current_pitch': self._current_pitch, 'pitch': self.pitch, 'mipmap_images': self.mipmap_images } def get_image_data(self): return self @property def format(self): """Format string of the data. Read-write. :type: str """ return self._desired_format @format.setter def format(self, fmt): self._desired_format = fmt.upper() self._current_texture = None def get_data(self, fmt=None, pitch=None): """Get the byte data of the image. :Parameters: `fmt` : str Format string of the return data. `pitch` : int Number of bytes per row. Negative values indicate a top-to-bottom arrangement. .. versionadded:: 1.1 :rtype: sequence of bytes, or str """ fmt = fmt or self._desired_format pitch = pitch or self._current_pitch if fmt == self._current_format and pitch == self._current_pitch: return self._current_data return self._convert(fmt, pitch) def set_data(self, fmt, pitch, data): """Set the byte data of the image. :Parameters: `fmt` : str Format string of the return data. `pitch` : int Number of bytes per row. Negative values indicate a top-to-bottom arrangement. `data` : str or sequence of bytes Image data. .. versionadded:: 1.1 """ self._current_format = fmt self._current_pitch = pitch self._current_data = data self._current_texture = None self._current_mipmap_texture = None def set_mipmap_image(self, level, image): """Set a mipmap image for a particular level. The mipmap image will be applied to textures obtained via `get_mipmapped_texture`. :Parameters: `level` : int Mipmap level to set image at, must be >= 1. `image` : AbstractImage Image to set. Must have correct dimensions for that mipmap level (i.e., width >> level, height >> level) """ if level == 0: raise ImageException('Cannot set mipmap image at level 0 (it is this image)') # Check dimensions of mipmap width, height = self.width, self.height for i in range(level): width >>= 1 height >>= 1 if width != image.width or height != image.height: raise ImageException('Mipmap image has wrong dimensions for level %d' % level) # Extend mipmap_images list to required level self.mipmap_images += [None] * (level - len(self.mipmap_images)) self.mipmap_images[level - 1] = image def create_texture(self, cls, rectangle=False): """Create a texture containing this image. :Parameters: `cls` : class (subclass of Texture) Class to construct. `rectangle` : bool Unused. kept for compatibility. .. versionadded:: 1.1 :rtype: cls or cls.region_class """ internalformat = self._get_internalformat(self._desired_format) texture = cls.create(self.width, self.height, GL_TEXTURE_2D, internalformat, False, blank_data=False) if self.anchor_x or self.anchor_y: texture.anchor_x = self.anchor_x texture.anchor_y = self.anchor_y self.blit_to_texture(texture.target, texture.level, self.anchor_x, self.anchor_y, 0, None) return texture def get_texture(self, rectangle=False): if not self._current_texture: self._current_texture = self.create_texture(Texture, rectangle) return self._current_texture def get_mipmapped_texture(self): """Return a Texture with mipmaps. If :py:class:`~pyglet.image.set_mipmap_Image` has been called with at least one image, the set of images defined will be used. Otherwise, mipmaps will be automatically generated. :rtype: :py:class:`~pyglet.image.Texture` .. versionadded:: 1.1 """ if self._current_mipmap_texture: return self._current_mipmap_texture texture = Texture.create(self.width, self.height, GL_TEXTURE_2D, None, blank_data=False) if self.anchor_x or self.anchor_y: texture.anchor_x = self.anchor_x texture.anchor_y = self.anchor_y internalformat = self._get_internalformat(self.format) glBindTexture(texture.target, texture.id) glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) if self.mipmap_images: self.blit_to_texture(texture.target, texture.level, self.anchor_x, self.anchor_y, 0, internalformat) level = 0 for image in self.mipmap_images: level += 1 if image: image.blit_to_texture(texture.target, level, self.anchor_x, self.anchor_y, 0, internalformat) # TODO: should set base and max mipmap level if some mipmaps are missing. else: glGenerateMipmap(texture.target) self.blit_to_texture(texture.target, texture.level, self.anchor_x, self.anchor_y, 0, internalformat) self._current_mipmap_texture = texture return texture def get_region(self, x, y, width, height): """Retrieve a rectangular region of this image data. :Parameters: `x` : int Left edge of region. `y` : int Bottom edge of region. `width` : int Width of region. `height` : int Height of region. :rtype: ImageDataRegion """ return ImageDataRegion(x, y, width, height, self) def blit(self, x, y, z=0, width=None, height=None): self.get_texture().blit(x, y, z, width, height) def blit_to_texture(self, target, level, x, y, z, internalformat=None): """Draw this image to to the currently bound texture at `target`. This image's anchor point will be aligned to the given `x` and `y` coordinates. If the currently bound texture is a 3D texture, the `z` parameter gives the image slice to blit into. If `internalformat` is specified, glTexImage is used to initialise the texture; otherwise, glTexSubImage is used to update a region. """ x -= self.anchor_x y -= self.anchor_y data_format = self.format data_pitch = abs(self._current_pitch) # Determine pixel format from format string fmt, gl_type = self._get_gl_format_and_type(data_format) if fmt is None: # Need to convert data to a standard form data_format = { 1: 'R', 2: 'RG', 3: 'RGB', 4: 'RGBA'}.get(len(data_format)) fmt, gl_type = self._get_gl_format_and_type(data_format) # Get data in required format (hopefully will be the same format it's already # in, unless that's an obscure format, upside-down or the driver is old). data = self._convert(data_format, data_pitch) if data_pitch & 0x1: align = 1 elif data_pitch & 0x2: align = 2 else: align = 4 row_length = data_pitch // len(data_format) glPixelStorei(GL_UNPACK_ALIGNMENT, align) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) self._apply_region_unpack() if target == GL_TEXTURE_3D or target == GL_TEXTURE_2D_ARRAY: assert not internalformat glTexSubImage3D(target, level, x, y, z, self.width, self.height, 1, fmt, gl_type, data) elif internalformat: glTexImage2D(target, level, internalformat, self.width, self.height, 0, fmt, gl_type, data) else: glTexSubImage2D(target, level, x, y, self.width, self.height, fmt, gl_type, data) # Unset GL_UNPACK_ROW_LENGTH: glPixelStorei(GL_UNPACK_ROW_LENGTH, 0) self._default_region_unpack() # Flush image upload before data get GC'd: glFlush() def _apply_region_unpack(self): pass def _default_region_unpack(self): pass def _convert(self, fmt, pitch): """Return data in the desired format; does not alter this instance's current format or pitch. """ if fmt == self._current_format and pitch == self._current_pitch: if type(self._current_data) is str: return asbytes(self._current_data) return self._current_data self._ensure_bytes() data = self._current_data current_pitch = self._current_pitch current_format = self._current_format sign_pitch = current_pitch // abs(current_pitch) if fmt != self._current_format: # Create replacement string, e.g. r'\4\1\2\3' to convert RGBA to ARGB repl = asbytes('') for c in fmt: try: idx = current_format.index(c) + 1 except ValueError: idx = 1 repl += asbytes(r'\%d' % idx) if len(current_format) == 1: swap_pattern = self._swap1_pattern elif len(current_format) == 2: swap_pattern = self._swap2_pattern elif len(current_format) == 3: swap_pattern = self._swap3_pattern elif len(current_format) == 4: swap_pattern = self._swap4_pattern else: raise ImageException('Current image format is wider than 32 bits.') packed_pitch = self.width * len(current_format) if abs(self._current_pitch) != packed_pitch: # Pitch is wider than pixel data, need to go row-by-row. new_pitch = abs(self._current_pitch) rows = [data[i:i+new_pitch] for i in range(0, len(data), new_pitch)] rows = [swap_pattern.sub(repl, r[:packed_pitch]) for r in rows] data = asbytes('').join(rows) else: # Rows are tightly packed, apply regex over whole image. data = swap_pattern.sub(repl, data) # After conversion, rows will always be tightly packed current_pitch = sign_pitch * (len(fmt) * self.width) if pitch != current_pitch: diff = abs(current_pitch) - abs(pitch) if diff > 0: # New pitch is shorter than old pitch, chop bytes off each row new_pitch = abs(pitch) rows = [data[i:i+new_pitch-diff] for i in range(0, len(data), new_pitch)] data = asbytes('').join(rows) elif diff < 0: # New pitch is longer than old pitch, add '0' bytes to each row new_pitch = abs(current_pitch) padding = asbytes(1) * -diff rows = [data[i:i+new_pitch] + padding for i in range(0, len(data), new_pitch)] data = asbytes('').join(rows) if current_pitch * pitch < 0: # Pitch differs in sign, swap row order new_pitch = abs(pitch) rows = [data[i:i+new_pitch] for i in range(0, len(data), new_pitch)] rows.reverse() data = asbytes('').join(rows) return asbytes(data) def _ensure_bytes(self): if type(self._current_data) is not bytes: self._current_data = asbytes(self._current_data) @staticmethod def _get_gl_format_and_type(fmt): if fmt == 'R': return GL_RED, GL_UNSIGNED_BYTE elif fmt == 'RG': return GL_RG, GL_UNSIGNED_BYTE elif fmt == 'RGB': return GL_RGB, GL_UNSIGNED_BYTE elif fmt == 'BGR': return GL_BGR, GL_UNSIGNED_BYTE elif fmt == 'RGBA': return GL_RGBA, GL_UNSIGNED_BYTE elif fmt == 'BGRA': return GL_BGRA, GL_UNSIGNED_BYTE elif fmt == 'L': return GL_LUMINANCE, GL_UNSIGNED_BYTE elif fmt == 'A': return GL_ALPHA, GL_UNSIGNED_BYTE return None, None @staticmethod def _get_internalformat(fmt): if fmt == 'R': return GL_RED elif fmt == 'RG': return GL_RG elif fmt == 'RGB': return GL_RGB elif fmt == 'RGBA': return GL_RGBA elif fmt == 'D': return GL_DEPTH_COMPONENT elif fmt == 'DS': return GL_DEPTH_STENCIL elif fmt == 'L': return GL_LUMINANCE elif fmt == 'A': return GL_ALPHA return GL_RGBA class ImageDataRegion(ImageData): def __init__(self, x, y, width, height, image_data): super().__init__(width, height, image_data._current_format, image_data._current_data, image_data._current_pitch) self.x = x self.y = y def __getstate__(self): return { 'width': self.width, 'height': self.height, '_current_data': self.get_data(self._current_format, self._current_pitch), '_current_format': self._current_format, '_desired_format': self._desired_format, '_current_pitch': self._current_pitch, 'pitch': self.pitch, 'mipmap_images': self.mipmap_images, 'x': self.x, 'y': self.y } def get_data(self, fmt=None, pitch=None): x1 = len(self._current_format) * self.x x2 = len(self._current_format) * (self.x + self.width) self._ensure_bytes() data = self._convert(self._current_format, abs(self._current_pitch)) new_pitch = abs(self._current_pitch) rows = [data[i:i+new_pitch] for i in range(0, len(data), new_pitch)] rows = [row[x1:x2] for row in rows[self.y:self.y + self.height]] self._current_data = b''.join(rows) self._current_pitch = self.width * len(self._current_format) self._current_texture = None self.x = 0 self.y = 0 fmt = fmt or self._desired_format pitch = pitch or self._current_pitch return super().get_data(fmt, pitch) def set_data(self, fmt, pitch, data): self.x = 0 self.y = 0 super().set_data(fmt, pitch, data) def _apply_region_unpack(self): glPixelStorei(GL_UNPACK_SKIP_PIXELS, self.x) glPixelStorei(GL_UNPACK_SKIP_ROWS, self.y) def _default_region_unpack(self): glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0) glPixelStorei(GL_UNPACK_SKIP_ROWS, 0) def get_region(self, x, y, width, height): x += self.x y += self.y return super().get_region(x, y, width, height) class CompressedImageData(AbstractImage): """Image representing some compressed data suitable for direct uploading to driver. """ _current_texture = None _current_mipmap_texture = None def __init__(self, width, height, gl_format, data, extension=None, decoder=None): """Construct a CompressedImageData with the given compressed data. :Parameters: `width` : int Width of image `height` : int Height of image `gl_format` : int GL constant giving format of compressed data; for example, ``GL_COMPRESSED_RGBA_S3TC_DXT5_EXT``. `data` : sequence String or array/list of bytes giving compressed image data. `extension` : str or None If specified, gives the name of a GL extension to check for before creating a texture. `decoder` : function(data, width, height) -> AbstractImage A function to decode the compressed data, to be used if the required extension is not present. """ super().__init__(width, height) self.data = data self.gl_format = gl_format self.extension = extension self.decoder = decoder self.mipmap_data = [] def set_mipmap_data(self, level, data): """Set data for a mipmap level. Supplied data gives a compressed image for the given mipmap level. The image must be of the correct dimensions for the level (i.e., width >> level, height >> level); but this is not checked. If any mipmap levels are specified, they are used; otherwise, mipmaps for `mipmapped_texture` are generated automatically. :Parameters: `level` : int Level of mipmap image to set. `data` : sequence String or array/list of bytes giving compressed image data. Data must be in same format as specified in constructor. """ # Extend mipmap_data list to required level self.mipmap_data += [None] * (level - len(self.mipmap_data)) self.mipmap_data[level - 1] = data def _have_extension(self): return self.extension is None or gl_info.have_extension(self.extension) def _verify_driver_supported(self): """Assert that the extension required for this image data is supported. Raises `ImageException` if not. """ if not self._have_extension(): raise ImageException('%s is required to decode %r' % (self.extension, self)) def get_texture(self, rectangle=False): if rectangle: raise ImageException('Compressed texture rectangles not supported') if self._current_texture: return self._current_texture texture = Texture.create(self.width, self.height, GL_TEXTURE_2D, None) if self.anchor_x or self.anchor_y: texture.anchor_x = self.anchor_x texture.anchor_y = self.anchor_y glBindTexture(texture.target, texture.id) glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, texture.min_filter) glTexParameteri(texture.target, GL_TEXTURE_MAG_FILTER, texture.mag_filter) if self._have_extension(): glCompressedTexImage2D(texture.target, texture.level, self.gl_format, self.width, self.height, 0, len(self.data), self.data) else: image = self.decoder(self.data, self.width, self.height) texture = image.get_texture() assert texture.width == self.width assert texture.height == self.height glFlush() self._current_texture = texture return texture def get_mipmapped_texture(self): if self._current_mipmap_texture: return self._current_mipmap_texture if not self._have_extension(): # TODO mip-mapped software decoded compressed textures. For now, # just return a non-mipmapped texture. return self.get_texture() texture = Texture.create(self.width, self.height, GL_TEXTURE_2D, None) if self.anchor_x or self.anchor_y: texture.anchor_x = self.anchor_x texture.anchor_y = self.anchor_y glBindTexture(texture.target, texture.id) glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) if not self.mipmap_data: glGenerateMipmap(texture.target) glCompressedTexImage2D(texture.target, texture.level, self.gl_format, self.width, self.height, 0, len(self.data), self.data) width, height = self.width, self.height level = 0 for data in self.mipmap_data: width >>= 1 height >>= 1 level += 1 glCompressedTexImage2D(texture.target, level, self.gl_format, width, height, 0, len(data), data) glFlush() self._current_mipmap_texture = texture return texture def blit_to_texture(self, target, level, x, y, z): self._verify_driver_supported() if target == GL_TEXTURE_3D: glCompressedTexSubImage3D(target, level, x - self.anchor_x, y - self.anchor_y, z, self.width, self.height, 1, self.gl_format, len(self.data), self.data) else: glCompressedTexSubImage2D(target, level, x - self.anchor_x, y - self.anchor_y, self.width, self.height, self.gl_format, len(self.data), self.data) class Texture(AbstractImage): """An image loaded into video memory that can be efficiently drawn to the framebuffer. Typically, you will get an instance of Texture by accessing the `texture` member of any other AbstractImage. :Parameters: `region_class` : class (subclass of TextureRegion) Class to use when constructing regions of this texture. `tex_coords` : tuple 12-tuple of float, named (u1, v1, r1, u2, v2, r2, ...). u, v, r give the 3D texture coordinates for vertices 1-4. The vertices are specified in the order bottom-left, bottom-right, top-right and top-left. `target` : int The GL texture target (e.g., ``GL_TEXTURE_2D``). `level` : int The mipmap level of this texture. """ region_class = None # Set to TextureRegion after it's defined tex_coords = (0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0) tex_coords_order = (0, 1, 2, 3) colors = (0, 0, 0, 0) * 4 level = 0 images = 1 x = y = z = 0 default_min_filter = GL_LINEAR default_mag_filter = GL_LINEAR def __init__(self, width, height, target, tex_id): super().__init__(width, height) self.target = target self.id = tex_id self._context = pyglet.gl.current_context def delete(self): """Delete this texture and the memory it occupies. After this, it may not be used anymore. """ glDeleteTextures(1, self.id) self.id = None def __del__(self): if self.id is not None: try: self._context.delete_texture(self.id) self.id = None except (AttributeError, ImportError): pass # Interpreter is shutting down def bind(self, texture_unit: int = 0): """Bind to a specific Texture Unit by number.""" glActiveTexture(GL_TEXTURE0 + texture_unit) glBindTexture(self.target, self.id) def bind_image_texture(self, unit, level=0, layered=False, layer=0, access=GL_READ_WRITE, fmt=GL_RGBA32F): """Bind as an ImageTexture for use with a :py:class:`~pyglet.shader.ComputeShaderProgram`. .. note:: OpenGL 4.3, or 4.2 with the GL_ARB_compute_shader extention is required. """ glBindImageTexture(unit, self.id, level, layered, layer, access, fmt) @classmethod def create(cls, width, height, target=GL_TEXTURE_2D, internalformat=GL_RGBA8, min_filter=None, mag_filter=None, fmt=GL_RGBA, blank_data=True): """Create a Texture Create a Texture with the specified dimentions, target and format. On return, the texture will be bound. :Parameters: `width` : int Width of texture in pixels. `height` : int Height of texture in pixels. `target` : int GL constant giving texture target to use, typically ``GL_TEXTURE_2D``. `internalformat` : int GL constant giving internal format of texture; for example, ``GL_RGBA``. The internal format decides how the texture data will be stored internally. If ``None``, the texture will be created but not initialized. `min_filter` : int The minifaction filter used for this texture, commonly ``GL_LINEAR`` or ``GL_NEAREST`` `mag_filter` : int The magnification filter used for this texture, commonly ``GL_LINEAR`` or ``GL_NEAREST`` `fmt` : int GL constant giving format of texture; for example, ``GL_RGBA``. The format specifies what format the pixel data we're expecting to write to the texture and should ideally be the same as for internal format. `blank_data` : bool Setting to True will initialize the texture data with all zeros. Setting False, will initialize Texture with no data. :rtype: :py:class:`~pyglet.image.Texture` """ min_filter = min_filter or cls.default_min_filter mag_filter = mag_filter or cls.default_mag_filter tex_id = GLuint() glGenTextures(1, byref(tex_id)) glBindTexture(target, tex_id.value) glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter) glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filter) if internalformat is not None: blank = (GLubyte * (width * height * 4))() if blank_data else None glTexImage2D(target, 0, internalformat, width, height, 0, fmt, GL_UNSIGNED_BYTE, blank) glFlush() texture = cls(width, height, target, tex_id.value) texture.min_filter = min_filter texture.mag_filter = mag_filter texture.tex_coords = cls.tex_coords return texture def get_image_data(self, z=0): """Get the image data of this texture. Changes to the returned instance will not be reflected in this texture. :Parameters: `z` : int For 3D textures, the image slice to retrieve. :rtype: :py:class:`~pyglet.image.ImageData` """ glBindTexture(self.target, self.id) # Always extract complete RGBA data. Could check internalformat # to only extract used channels. XXX fmt = 'RGBA' gl_format = GL_RGBA buf = (GLubyte * (self.width * self.height * self.images * len(fmt)))() # TODO: Clean up this temporary hack if pyglet.gl.current_context.get_info().get_opengl_api() == "gles": fbo = c_uint() glGenFramebuffers(1, fbo) glBindFramebuffer(GL_FRAMEBUFFER, fbo.value) glPixelStorei(GL_PACK_ALIGNMENT, 1) glCheckFramebufferStatus(GL_FRAMEBUFFER) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.id, self.level) glReadPixels(0, 0, self.width, self.height, gl_format, GL_UNSIGNED_BYTE, buf) glBindFramebuffer(GL_FRAMEBUFFER, 0) glDeleteFramebuffers(1, fbo) else: glPixelStorei(GL_PACK_ALIGNMENT, 1) glGetTexImage(self.target, self.level, gl_format, GL_UNSIGNED_BYTE, buf) data = ImageData(self.width, self.height, fmt, buf) if self.images > 1: data = data.get_region(0, z * self.height, self.width, self.height) return data def get_texture(self, rectangle=False): return self # no implementation of blit_to_texture yet def blit(self, x, y, z=0, width=None, height=None): x1 = x - self.anchor_x y1 = y - self.anchor_y x2 = x1 + (width is None and self.width or width) y2 = y1 + (height is None and self.height or height) vertices = x1, y1, z, x2, y1, z, x2, y2, z, x1, y2, z glActiveTexture(GL_TEXTURE0) glBindTexture(self.target, self.id) pyglet.graphics.draw_indexed(4, GL_TRIANGLES, [0, 1, 2, 0, 2, 3], position=('f', vertices), tex_coords=('f', self.tex_coords), colors=('Bn', self.colors)) glBindTexture(self.target, 0) def blit_into(self, source, x, y, z): glBindTexture(self.target, self.id) source.blit_to_texture(self.target, self.level, x, y, z) def get_region(self, x, y, width, height): return self.region_class(x, y, 0, width, height, self) def get_transform(self, flip_x=False, flip_y=False, rotate=0): """Create a copy of this image applying a simple transformation. The transformation is applied to the texture coordinates only; :py:meth:`~pyglet.image.ImageData.get_image_data` will return the untransformed data. The transformation is applied around the anchor point. :Parameters: `flip_x` : bool If True, the returned image will be flipped horizontally. `flip_y` : bool If True, the returned image will be flipped vertically. `rotate` : int Degrees of clockwise rotation of the returned image. Only 90-degree increments are supported. :rtype: :py:class:`~pyglet.image.TextureRegion` """ transform = self.get_region(0, 0, self.width, self.height) bl, br, tr, tl = 0, 1, 2, 3 transform.anchor_x = self.anchor_x transform.anchor_y = self.anchor_y if flip_x: bl, br, tl, tr = br, bl, tr, tl transform.anchor_x = self.width - self.anchor_x if flip_y: bl, br, tl, tr = tl, tr, bl, br transform.anchor_y = self.height - self.anchor_y rotate %= 360 if rotate < 0: rotate += 360 if rotate == 0: pass elif rotate == 90: bl, br, tr, tl = br, tr, tl, bl transform.anchor_x, transform.anchor_y = transform.anchor_y, transform.width - transform.anchor_x elif rotate == 180: bl, br, tr, tl = tr, tl, bl, br transform.anchor_x = transform.width - transform.anchor_x transform.anchor_y = transform.height - transform.anchor_y elif rotate == 270: bl, br, tr, tl = tl, bl, br, tr transform.anchor_x, transform.anchor_y = transform.height - transform.anchor_y, transform.anchor_x else: assert False, 'Only 90 degree rotations are supported.' if rotate in (90, 270): transform.width, transform.height = transform.height, transform.width transform._set_tex_coords_order(bl, br, tr, tl) return transform def _set_tex_coords_order(self, bl, br, tr, tl): tex_coords = (self.tex_coords[:3], self.tex_coords[3:6], self.tex_coords[6:9], self.tex_coords[9:]) self.tex_coords = tex_coords[bl] + tex_coords[br] + tex_coords[tr] + tex_coords[tl] order = self.tex_coords_order self.tex_coords_order = (order[bl], order[br], order[tr], order[tl]) @property def uv(self): """Tuple containing the left, bottom, right, top 2D texture coordinates.""" tex_coords = self.tex_coords return tex_coords[0], tex_coords[1], tex_coords[3], tex_coords[7] def __repr__(self): return "{}(id={}, size={}x{})".format(self.__class__.__name__, self.id, self.width, self.height) class TextureRegion(Texture): """A rectangular region of a texture, presented as if it were a separate texture. """ def __init__(self, x, y, z, width, height, owner): super().__init__(width, height, owner.target, owner.id) self.x = x self.y = y self.z = z self.owner = owner owner_u1 = owner.tex_coords[0] owner_v1 = owner.tex_coords[1] owner_u2 = owner.tex_coords[3] owner_v2 = owner.tex_coords[7] scale_u = owner_u2 - owner_u1 scale_v = owner_v2 - owner_v1 u1 = x / owner.width * scale_u + owner_u1 v1 = y / owner.height * scale_v + owner_v1 u2 = (x + width) / owner.width * scale_u + owner_u1 v2 = (y + height) / owner.height * scale_v + owner_v1 r = z / owner.images + owner.tex_coords[2] self.tex_coords = (u1, v1, r, u2, v1, r, u2, v2, r, u1, v2, r) def get_image_data(self): image_data = self.owner.get_image_data(self.z) return image_data.get_region(self.x, self.y, self.width, self.height) def get_region(self, x, y, width, height): x += self.x y += self.y region = self.region_class(x, y, self.z, width, height, self.owner) region._set_tex_coords_order(*self.tex_coords_order) return region def blit_into(self, source, x, y, z): self.owner.blit_into(source, x + self.x, y + self.y, z + self.z) def __repr__(self): return "{}(id={}, size={}x{}, owner={}x{})".format(self.__class__.__name__, self.id, self.width, self.height, self.owner.width, self.owner.height) def delete(self): """Deleting a TextureRegion has no effect. Operate on the owning texture instead. """ pass def __del__(self): pass Texture.region_class = TextureRegion class Texture3D(Texture, UniformTextureSequence): """A texture with more than one image slice. Use `create_for_images` or `create_for_image_grid` classmethod to construct. """ item_width = 0 item_height = 0 items = () @classmethod def create_for_images(cls, images, internalformat=GL_RGBA, blank_data=True): item_width = images[0].width item_height = images[0].height for image in images: if image.width != item_width or image.height != item_height: raise ImageException('Images do not have same dimensions.') depth = len(images) texture = cls.create(item_width, item_height, GL_TEXTURE_3D, None) if images[0].anchor_x or images[0].anchor_y: texture.anchor_x = images[0].anchor_x texture.anchor_y = images[0].anchor_y texture.images = depth blank = (GLubyte * (texture.width * texture.height * texture.images))() if blank_data else None glBindTexture(texture.target, texture.id) glTexImage3D(texture.target, texture.level, internalformat, texture.width, texture.height, texture.images, 0, GL_ALPHA, GL_UNSIGNED_BYTE, blank) items = [] for i, image in enumerate(images): item = cls.region_class(0, 0, i, item_width, item_height, texture) items.append(item) image.blit_to_texture(texture.target, texture.level, image.anchor_x, image.anchor_y, i) glFlush() texture.items = items texture.item_width = item_width texture.item_height = item_height return texture @classmethod def create_for_image_grid(cls, grid, internalformat=GL_RGBA): return cls.create_for_images(grid[:], internalformat) def __len__(self): return len(self.items) def __getitem__(self, index): return self.items[index] def __setitem__(self, index, value): if type(index) is slice: for item, image in zip(self[index], value): image.blit_to_texture(self.target, self.level, image.anchor_x, image.anchor_y, item.z) else: value.blit_to_texture(self.target, self.level, value.anchor_x, value.anchor_y, self[index].z) def __iter__(self): return iter(self.items) class TextureArrayRegion(TextureRegion): """A region of a TextureArray, presented as if it were a separate texture. """ def __repr__(self): return "{}(id={}, size={}x{}, layer={})".format(self.__class__.__name__, self.id, self.width, self.height, self.z) class TextureArray(Texture, UniformTextureSequence): def __init__(self, width, height, target, tex_id, max_depth): super().__init__(width, height, target, tex_id) self.max_depth = max_depth self.items = [] @classmethod def create(cls, width, height, internalformat=GL_RGBA, min_filter=None, mag_filter=None, max_depth=256): """Create an empty TextureArray. You may specify the maximum depth, or layers, the Texture Array should have. This defaults to 256, but will be hardware and driver dependent. :Parameters: `width` : int Width of the texture. `height` : int Height of the texture. `internalformat` : int GL constant giving the internal format of the texture array; for example, ``GL_RGBA``. `min_filter` : int The minifaction filter used for this texture array, commonly ``GL_LINEAR`` or ``GL_NEAREST`` `mag_filter` : int The magnification filter used for this texture array, commonly ``GL_LINEAR`` or ``GL_NEAREST`` `max_depth` : int The number of layers in the texture array. :rtype: :py:class:`~pyglet.image.TextureArray` .. versionadded:: 2.0 """ min_filter = min_filter or cls.default_min_filter mag_filter = mag_filter or cls.default_mag_filter max_depth_limit = get_max_array_texture_layers() assert max_depth <= max_depth_limit, "TextureArray max_depth supported is {}.".format(max_depth_limit) tex_id = GLuint() glGenTextures(1, byref(tex_id)) glBindTexture(GL_TEXTURE_2D_ARRAY, tex_id.value) glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, min_filter) glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, mag_filter) glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internalformat, width, height, max_depth, 0, internalformat, GL_UNSIGNED_BYTE, 0) glFlush() texture = cls(width, height, GL_TEXTURE_2D_ARRAY, tex_id.value, max_depth) texture.min_filter = min_filter texture.mag_filter = mag_filter return texture def _verify_size(self, image): if image.width > self.width or image.height > self.height: raise TextureArraySizeExceeded(f'Image ({image.width}x{image.height}) exceeds the size of the TextureArray ({self.width}x{self.height})') def add(self, image: pyglet.image.ImageData): if len(self.items) >= self.max_depth: raise TextureArrayDepthExceeded(f"TextureArray is full.") self._verify_size(image) start_length = len(self.items) item = self.region_class(0, 0, start_length, image.width, image.height, self) image.blit_to_texture(self.target, self.level, image.anchor_x, image.anchor_y, start_length) self.items.append(item) return item def allocate(self, *images): """Allocates multiple images at once.""" if len(self.items) + len(images) > self.max_depth: raise TextureArrayDepthExceeded("The amount of images being added exceeds the depth of this TextureArray.") start_length = len(self.items) for i, image in enumerate(images): self._verify_size(image) item = self.region_class(0, 0, start_length + i, image.width, image.height, self) self.items.append(item) image.blit_to_texture(self.target, self.level, image.anchor_x, image.anchor_y, start_length + i) return self.items[start_length:] @classmethod def create_for_image_grid(cls, grid, internalformat=GL_RGBA): texture_array = cls.create(grid[0].width, grid[0].height, internalformat, max_depth=len(grid)) texture_array.allocate(*grid[:]) return texture_array def __len__(self): return len(self.items) def __getitem__(self, index): return self.items[index] def __setitem__(self, index, value): if type(index) is slice: for old_item, image in zip(self[index], value): self._verify_size(image) item = self.region_class(0, 0, old_item.z, image.width, image.height, self) image.blit_to_texture(self.target, self.level, image.anchor_x, image.anchor_y, old_item.z) self.items[old_item.z] = item else: self._verify_size(value) item = self.region_class(0, 0, index, value.width, value.height, self) value.blit_to_texture(self.target, self.level, value.anchor_x, value.anchor_y, index) self.items[index] = item def __iter__(self): return iter(self.items) TextureArray.region_class = TextureArrayRegion TextureArrayRegion.region_class = TextureArrayRegion class TileableTexture(Texture): """A texture that can be tiled efficiently. Use :py:class:`~pyglet.image.create_for_image` classmethod to construct. """ def get_region(self, x, y, width, height): raise ImageException('Cannot get region of %r' % self) def blit_tiled(self, x, y, z, width, height): """Blit this texture tiled over the given area. The image will be tiled with the bottom-left corner of the destination rectangle aligned with the anchor point of this texture. """ u1 = self.anchor_x / self.width v1 = self.anchor_y / self.height u2 = u1 + width / self.width v2 = v1 + height / self.height w, h = width, height t = self.tex_coords vertices = (x, y, z, x + w, y, z, x + w, y + h, z, x, y + h, z) tex_coords = (u1, v1, t[2], u2, v1, t[5], u2, v2, t[8], u1, v2, t[11],) glActiveTexture(GL_TEXTURE0) glBindTexture(self.target, self.id) pyglet.graphics.draw_indexed(4, GL_TRIANGLES, [0, 1, 2, 0, 2, 3], position=('f', vertices), tex_coords=('f', tex_coords)) glBindTexture(self.target, 0) @classmethod def create_for_image(cls, image): image = image.get_image_data() return image.create_texture(cls) class DepthTexture(Texture): """A texture with depth samples (typically 24-bit).""" def blit_into(self, source, x, y, z): glBindTexture(self.target, self.id) source.blit_to_texture(self.level, x, y, z) class ImageGrid(AbstractImage, AbstractImageSequence): """An imaginary grid placed over an image allowing easy access to regular regions of that image. The grid can be accessed either as a complete image, or as a sequence of images. The most useful applications are to access the grid as a :py:class:`~pyglet.image.TextureGrid`:: image_grid = ImageGrid(...) texture_grid = image_grid.get_texture_sequence() or as a :py:class:`~pyglet.image.Texture3D`:: image_grid = ImageGrid(...) texture_3d = Texture3D.create_for_image_grid(image_grid) """ _items = () _texture_grid = None def __init__(self, image, rows, columns, item_width=None, item_height=None, row_padding=0, column_padding=0): """Construct a grid for the given image. You can specify parameters for the grid, for example setting the padding between cells. Grids are always aligned to the bottom-left corner of the image. :Parameters: `image` : AbstractImage Image over which to construct the grid. `rows` : int Number of rows in the grid. `columns` : int Number of columns in the grid. `item_width` : int Width of each column. If unspecified, is calculated such that the entire image width is used. `item_height` : int Height of each row. If unspecified, is calculated such that the entire image height is used. `row_padding` : int Pixels separating adjacent rows. The padding is only inserted between rows, not at the edges of the grid. `column_padding` : int Pixels separating adjacent columns. The padding is only inserted between columns, not at the edges of the grid. """ super().__init__(image.width, image.height) self.image = image self.rows = rows self.columns = columns self.item_width = item_width or (image.width - column_padding * (columns - 1)) // columns self.item_height = item_height or (image.height - row_padding * (rows - 1)) // rows self.row_padding = row_padding self.column_padding = column_padding def get_texture(self, rectangle=False): return self.image.get_texture(rectangle) def get_image_data(self): return self.image.get_image_data() def get_texture_sequence(self): if not self._texture_grid: self._texture_grid = TextureGrid(self) return self._texture_grid def __len__(self): return self.rows * self.columns def _update_items(self): if not self._items: self._items = [] y = 0 for row in range(self.rows): x = 0 for col in range(self.columns): self._items.append(self.image.get_region(x, y, self.item_width, self.item_height)) x += self.item_width + self.column_padding y += self.item_height + self.row_padding def __getitem__(self, index): self._update_items() if type(index) is tuple: row, column = index assert 0 <= row < self.rows and 0 <= column < self.columns return self._items[row * self.columns + column] else: return self._items[index] def __iter__(self): self._update_items() return iter(self._items) class TextureGrid(TextureRegion, UniformTextureSequence): """A texture containing a regular grid of texture regions. To construct, create an :py:class:`~pyglet.image.ImageGrid` first:: image_grid = ImageGrid(...) texture_grid = TextureGrid(image_grid) The texture grid can be accessed as a single texture, or as a sequence of :py:class:`~pyglet.image.TextureRegion`. When accessing as a sequence, you can specify integer indexes, in which the images are arranged in rows from the bottom-left to the top-right:: # assume the texture_grid is 3x3: current_texture = texture_grid[3] # get the middle-left image You can also specify tuples in the sequence methods, which are addressed as ``row, column``:: # equivalent to the previous example: current_texture = texture_grid[1, 0] When using tuples in a slice, the returned sequence is over the rectangular region defined by the slice:: # returns center, center-right, center-top, top-right images in that # order: images = texture_grid[(1,1):] # equivalent to images = texture_grid[(1,1):(3,3)] """ items = () rows = 1 columns = 1 item_width = 0 item_height = 0 def __init__(self, grid): image = grid.get_texture() if isinstance(image, TextureRegion): owner = image.owner else: owner = image super().__init__(image.x, image.y, image.z, image.width, image.height, owner) items = [] y = 0 for row in range(grid.rows): x = 0 for col in range(grid.columns): items.append(self.get_region(x, y, grid.item_width, grid.item_height)) x += grid.item_width + grid.column_padding y += grid.item_height + grid.row_padding self.items = items self.rows = grid.rows self.columns = grid.columns self.item_width = grid.item_width self.item_height = grid.item_height def get(self, row, column): return self[(row, column)] def __getitem__(self, index): if type(index) is slice: if type(index.start) is not tuple and type(index.stop) is not tuple: return self.items[index] else: row1 = 0 col1 = 0 row2 = self.rows col2 = self.columns if type(index.start) is tuple: row1, col1 = index.start elif type(index.start) is int: row1 = index.start // self.columns col1 = index.start % self.columns assert 0 <= row1 < self.rows and 0 <= col1 < self.columns if type(index.stop) is tuple: row2, col2 = index.stop elif type(index.stop) is int: row2 = index.stop // self.columns col2 = index.stop % self.columns assert 0 <= row2 <= self.rows and 0 <= col2 <= self.columns result = [] i = row1 * self.columns for row in range(row1, row2): result += self.items[i + col1:i + col2] i += self.columns return result else: if type(index) is tuple: row, column = index assert 0 <= row < self.rows and 0 <= column < self.columns return self.items[row * self.columns + column] elif type(index) is int: return self.items[index] def __setitem__(self, index, value): if type(index) is slice: for region, image in zip(self[index], value): if image.width != self.item_width or image.height != self.item_height: raise ImageException('Image has incorrect dimensions') image.blit_into(region, image.anchor_x, image.anchor_y, 0) else: image = value if image.width != self.item_width or image.height != self.item_height: raise ImageException('Image has incorrect dimensions') image.blit_into(self[index], image.anchor_x, image.anchor_y, 0) def __len__(self): return len(self.items) def __iter__(self): return iter(self.items) # Initialise default codecs _add_default_codecs() # Default Framebuffer classes: ############################################################### class BufferManager: """Manages the set of framebuffers for a context. Use :py:func:`~pyglet.image.get_buffer_manager` to obtain the instance of this class for the current context. """ def __init__(self): self.color_buffer = None self.depth_buffer = None self.free_stencil_bits = None self.refs = [] @staticmethod def get_viewport(): """Get the current OpenGL viewport dimensions. :rtype: 4-tuple of float. :return: Left, top, right and bottom dimensions. """ viewport = (GLint * 4)() glGetIntegerv(GL_VIEWPORT, viewport) return viewport def get_color_buffer(self): """Get the color buffer. :rtype: :py:class:`~pyglet.image.ColorBufferImage` """ viewport = self.get_viewport() viewport_width = viewport[2] viewport_height = viewport[3] if (not self.color_buffer or viewport_width != self.color_buffer.width or viewport_height != self.color_buffer.height): self.color_buffer = ColorBufferImage(*viewport) return self.color_buffer def get_depth_buffer(self): """Get the depth buffer. :rtype: :py:class:`~pyglet.image.DepthBufferImage` """ viewport = self.get_viewport() viewport_width = viewport[2] viewport_height = viewport[3] if (not self.depth_buffer or viewport_width != self.depth_buffer.width or viewport_height != self.depth_buffer.height): self.depth_buffer = DepthBufferImage(*viewport) return self.depth_buffer def get_buffer_mask(self): """Get a free bitmask buffer. A bitmask buffer is a buffer referencing a single bit in the stencil buffer. If no bits are free, `ImageException` is raised. Bits are released when the bitmask buffer is garbage collected. :rtype: :py:class:`~pyglet.image.BufferImageMask` """ if self.free_stencil_bits is None: try: stencil_bits = GLint() glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, stencil_bits) self.free_stencil_bits = list(range(stencil_bits.value)) except GLException: pass if not self.free_stencil_bits: raise ImageException('No free stencil bits are available.') stencil_bit = self.free_stencil_bits.pop(0) x, y, width, height = self.get_viewport() bufimg = BufferImageMask(x, y, width, height) bufimg.stencil_bit = stencil_bit def release_buffer(ref, owner=self): owner.free_stencil_bits.insert(0, stencil_bit) self.refs.append(weakref.ref(bufimg, release_buffer)) return bufimg def get_buffer_manager(): """Get the buffer manager for the current OpenGL context. :rtype: :py:class:`~pyglet.image.BufferManager` """ context = pyglet.gl.current_context if not hasattr(context, 'image_buffer_manager'): context.image_buffer_manager = BufferManager() return context.image_buffer_manager class BufferImage(AbstractImage): """An abstract framebuffer. """ #: The OpenGL read and write target for this buffer. gl_buffer = GL_BACK #: The OpenGL format constant for image data. gl_format = 0 #: The format string used for image data. format = '' owner = None # TODO: enable methods def __init__(self, x, y, width, height): super().__init__(width, height) self.x = x self.y = y self.width = width self.height = height def get_image_data(self): buf = (GLubyte * (len(self.format) * self.width * self.height))() x = self.x y = self.y if self.owner: x += self.owner.x y += self.owner.y glReadBuffer(self.gl_buffer) glPixelStorei(GL_PACK_ALIGNMENT, 1) glReadPixels(x, y, self.width, self.height, self.gl_format, GL_UNSIGNED_BYTE, buf) return ImageData(self.width, self.height, self.format, buf) def get_region(self, x, y, width, height): if self.owner: return self.owner.get_region(x + self.x, y + self.y, width, height) region = self.__class__(x + self.x, y + self.y, width, height) region.gl_buffer = self.gl_buffer region.owner = self return region class ColorBufferImage(BufferImage): """A color framebuffer. This class is used to wrap the primary color buffer (i.e., the back buffer) """ gl_format = GL_RGBA format = 'RGBA' def get_texture(self, rectangle=False): texture = Texture.create(self.width, self.height, GL_TEXTURE_2D, GL_RGBA, blank_data=False) self.blit_to_texture(texture.target, texture.level, self.anchor_x, self.anchor_y, 0) return texture def blit_to_texture(self, target, level, x, y, z): glReadBuffer(self.gl_buffer) glCopyTexSubImage2D(target, level, x-self.anchor_x, y-self.anchor_y, self.x, self.y, self.width, self.height) class DepthBufferImage(BufferImage): """The depth buffer. """ gl_format = GL_DEPTH_COMPONENT format = 'L' def get_texture(self, rectangle=False): assert rectangle is False, 'Depth textures cannot be rectangular' texture = DepthTexture.create(self.width, self.height, GL_TEXTURE_2D, None) if self.anchor_x or self.anchor_y: texture.anchor_x = self.anchor_x texture.anchor_y = self.anchor_y glReadBuffer(self.gl_buffer) glCopyTexImage2D(texture.target, 0, GL_DEPTH_COMPONENT, self.x, self.y, self.width, self.height, 0) return texture def blit_to_texture(self, target, level, x, y, z): glReadBuffer(self.gl_buffer) glCopyTexSubImage2D(target, level, x-self.anchor_x, y-self.anchor_y, self.x, self.y, self.width, self.height) class BufferImageMask(BufferImage): """A single bit of the stencil buffer. """ gl_format = GL_STENCIL_INDEX format = 'L' # TODO mask methods