Mercurial > touhou
view pytouhou/opengl/texture.py @ 54:b383b09bc735
Fix anim cycling
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 22 Aug 2011 23:43:40 +0200 |
parents | ab826bc29aa2 |
children | fc0294c745b6 |
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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 pygame import os from io import BytesIO import OpenGL OpenGL.FORWARD_COMPATIBLE_ONLY = True from OpenGL.GL import * from OpenGL.GLU import * class TextureManager(object): def __init__(self, archive): self.archive = archive 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, anms): for anm in anms: key = anm.first_name, anm.secondary_name texture = self[key] def set_archive(self, archive): self.archive = archive def load_texture(self, key): first_name, secondary_name = key image_file = BytesIO(self.archive.extract(os.path.basename(first_name))) textureSurface = pygame.image.load(image_file).convert_alpha() if secondary_name: alpha_image_file = BytesIO(self.archive.extract(os.path.basename(secondary_name))) alphaSurface = pygame.image.load(alpha_image_file) assert textureSurface.get_size() == alphaSurface.get_size() for x in range(alphaSurface.get_width()): for y in range(alphaSurface.get_height()): r, g, b, a = textureSurface.get_at((x, y)) color2 = alphaSurface.get_at((x, y)) textureSurface.set_at((x, y), (r, g, b, color2[0])) textureData = pygame.image.tostring(textureSurface, 'RGBA', 1) width = textureSurface.get_width() height = textureSurface.get_height() texture = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, texture) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) return texture