Difficult-Rocket/libs/pyglet/image/__init__.py
2022-12-20 16:30:36 +08:00

2174 lines
75 KiB
Python

# ----------------------------------------------------------------------------
# pyglet
# Copyright (c) 2006-2008 Alex Holkner
# Copyright (c) 2008-2022 pyglet contributors
# All rights reserved.
#
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# modification, are permitted provided that the following conditions
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#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
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# the documentation and/or other materials provided with the
# distribution.
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# ----------------------------------------------------------------------------
"""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
def load(filename, file=None, decoder=None):
"""Load an image from a file.
: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.
: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
"""
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.
: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.
: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
"""
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)
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)
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)
# Flush image upload before data get GC'd:
glFlush()
def _apply_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 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 __del__(self):
try:
self._context.delete_texture(self.id)
except Exception:
pass
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):
"""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.
: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:
glTexImage2D(target, 0,
internalformat,
width, height,
0,
fmt,
GL_UNSIGNED_BYTE,
None)
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])
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 __del__(self):
# only the owner Texture should handle deletion
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):
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
glBindTexture(texture.target, texture.id)
glTexImage3D(texture.target, texture.level,
internalformat,
texture.width, texture.height, texture.images, 0,
GL_ALPHA, GL_UNSIGNED_BYTE,
None)
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 __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
z = float(z)
self.tex_coords = (u1, v1, z, u2, v1, z, u2, v2, z, u1, v2, z)
def __repr__(self):
return "{}(id={}, size={}x{}, layer={})".format(self.__class__.__name__, self.id, self.width, self.height, self.z)
class TextureArray(Texture, UniformTextureSequence):
allow_smaller_pack = True
@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)
texture.items = [] # No items on creation
texture.max_depth = 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 ImageException('Image ({0}x{1}) exceeds the size of the TextureArray ({2}x{3})'.format(
image.width, image.height, self.width, self.height))
def allocate(self, *images):
if len(self.items) + len(images) > self.max_depth:
raise Exception("The amount of images being added exceeds the depth of this TextureArray.")
textures = []
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)
glFlush()
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)
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