Mercurial > touhou
view pytouhou/ui/texture.py @ 212:78e9957ad344
Hopefully fix enemy-player collision
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 26 Nov 2011 20:39:04 +0100 |
parents | ee6dfd14a785 |
children |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## import pyglet from pyglet.gl import (glTexParameteri, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_LINEAR) import os class TextureManager(object): def __init__(self, loader=None): self.loader = loader self.textures = {} def __getitem__(self, key): if not key in self.textures: self.textures[key] = self.load_texture(key) return self.textures[key] def preload(self, anm_wrapper): try: anms = anm_wrapper.anm_files except AttributeError: anms = anm_wrapper for anm in anms: key = anm.first_name, anm.secondary_name texture = self[key] def load_texture(self, key): first_name, secondary_name = key image_file = pyglet.image.load(first_name, file=self.loader.get_file(os.path.basename(first_name))) if secondary_name: alpha_file = pyglet.image.load(secondary_name, file=self.loader.get_file(os.path.basename(secondary_name))) assert (image_file.width, image_file.height) == (alpha_file.width, image_file.height) data = image_file.get_data('RGB', image_file.width * 3) alpha_data = alpha_file.get_data('RGB', image_file.width * 3) image_file = pyglet.image.ImageData(image_file.width, image_file.height, 'RGBA', b''.join(data[i*3:i*3+3] + alpha_data[i*3] for i in range(image_file.width * image_file.height))) #TODO texture = image_file.get_texture() glTexParameteri(texture.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) return texture