Submodules
Details
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.
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)
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
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).
AbstractImage
(width, height)¶Abstract class representing an image.
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
blit
(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
).
blit_into
(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().
blit_to_texture
(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.
get_image_data
()¶Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
New in version 1.1.
get_mipmapped_texture
()¶Retrieve a Texture
instance with all mipmap levels filled in.
Requires that image dimensions be powers of 2.
New in version 1.1.
get_region
(x, y, width, height)¶Retrieve a rectangular region of this image.
x (int) – Left edge of region.
y (int) – Bottom edge of region.
width (int) – Width of region.
height (int) – Height of region.
get_texture
(rectangle=False, force_rectangle=False)¶A Texture
view of this image.
By default, textures are created with dimensions that are powers of
two. Smaller images will return a TextureRegion
that covers just
the image portion of the larger texture. This restriction is required
on older video cards, and for compressed textures, or where texture
repeat modes will be used, or where mipmapping is desired.
If the rectangle parameter is True
, this restriction is ignored
and a texture the size of the image may be created if the driver
supports the GL_ARB_texture_rectangle
or
GL_NV_texture_rectangle
extensions. If the extensions are not
present, the image already is a texture, or the image has power 2
dimensions, the rectangle parameter is ignored.
Examine Texture.target to determine if the returned texture is a
rectangle (GL_TEXTURE_RECTANGLE_ARB
or
GL_TEXTURE_RECTANGLE_NV
) or not (GL_TEXTURE_2D
).
If the force_rectangle parameter is True
, one of these
extensions must be present, and the returned texture always
has target GL_TEXTURE_RECTANGLE_ARB
or GL_TEXTURE_RECTANGLE_NV
.
Changes to the returned instance may or may not be reflected in this image.
rectangle (bool) – True if the texture can be created as a rectangle.
force_rectangle (bool) – True if the texture must be created as a rectangle. .. versionadded:: 1.1.4.
New in version 1.1.
save
(filename=None, file=None, encoder=None)¶Save this image to a file.
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.
anchor_x
= 0¶anchor_y
= 0¶BufferImage
(x, y, width, height)¶Bases: pyglet.image.AbstractImage
An abstract framebuffer.
get_image_data
()¶Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
New in version 1.1.
get_region
(x, y, width, height)¶Retrieve a rectangular region of this image.
x (int) – Left edge of region.
y (int) – Bottom edge of region.
width (int) – Width of region.
height (int) – Height of region.
format
= ''¶The format string used for image data.
gl_buffer
= 1029¶The OpenGL read and write target for this buffer.
gl_format
= 0¶The OpenGL format constant for image data.
owner
= None¶BufferImageMask
(x, y, width, height)¶Bases: pyglet.image.BufferImage
A single bit of the stencil buffer.
format
= 'L'¶gl_format
= 6401¶ColorBufferImage
(x, y, width, height)¶Bases: pyglet.image.BufferImage
A color framebuffer.
This class is used to wrap both the primary color buffer (i.e., the back buffer) or any one of the auxiliary buffers.
blit_to_texture
(target, level, x, y, z)¶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.
get_texture
(rectangle=False, force_rectangle=False)¶A Texture
view of this image.
By default, textures are created with dimensions that are powers of
two. Smaller images will return a TextureRegion
that covers just
the image portion of the larger texture. This restriction is required
on older video cards, and for compressed textures, or where texture
repeat modes will be used, or where mipmapping is desired.
If the rectangle parameter is True
, this restriction is ignored
and a texture the size of the image may be created if the driver
supports the GL_ARB_texture_rectangle
or
GL_NV_texture_rectangle
extensions. If the extensions are not
present, the image already is a texture, or the image has power 2
dimensions, the rectangle parameter is ignored.
Examine Texture.target to determine if the returned texture is a
rectangle (GL_TEXTURE_RECTANGLE_ARB
or
GL_TEXTURE_RECTANGLE_NV
) or not (GL_TEXTURE_2D
).
If the force_rectangle parameter is True
, one of these
extensions must be present, and the returned texture always
has target GL_TEXTURE_RECTANGLE_ARB
or GL_TEXTURE_RECTANGLE_NV
.
Changes to the returned instance may or may not be reflected in this image.
rectangle (bool) – True if the texture can be created as a rectangle.
force_rectangle (bool) – True if the texture must be created as a rectangle. .. versionadded:: 1.1.4.
New in version 1.1.
format
= 'RGBA'¶gl_format
= 6408¶DepthBufferImage
(x, y, width, height)¶Bases: pyglet.image.BufferImage
The depth buffer.
blit_to_texture
(target, level, x, y, z)¶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.
get_texture
(rectangle=False, force_rectangle=False)¶A Texture
view of this image.
By default, textures are created with dimensions that are powers of
two. Smaller images will return a TextureRegion
that covers just
the image portion of the larger texture. This restriction is required
on older video cards, and for compressed textures, or where texture
repeat modes will be used, or where mipmapping is desired.
If the rectangle parameter is True
, this restriction is ignored
and a texture the size of the image may be created if the driver
supports the GL_ARB_texture_rectangle
or
GL_NV_texture_rectangle
extensions. If the extensions are not
present, the image already is a texture, or the image has power 2
dimensions, the rectangle parameter is ignored.
Examine Texture.target to determine if the returned texture is a
rectangle (GL_TEXTURE_RECTANGLE_ARB
or
GL_TEXTURE_RECTANGLE_NV
) or not (GL_TEXTURE_2D
).
If the force_rectangle parameter is True
, one of these
extensions must be present, and the returned texture always
has target GL_TEXTURE_RECTANGLE_ARB
or GL_TEXTURE_RECTANGLE_NV
.
Changes to the returned instance may or may not be reflected in this image.
rectangle (bool) – True if the texture can be created as a rectangle.
force_rectangle (bool) – True if the texture must be created as a rectangle. .. versionadded:: 1.1.4.
New in version 1.1.
format
= 'L'¶gl_format
= 6402¶Texture
(width, height, target, id)¶Bases: pyglet.image.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.
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
¶alias of TextureRegion
blit
(x, y, z=0, width=None, height=None)¶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
).
blit_into
(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().
create
(width, height, internalformat=6408, rectangle=False, force_rectangle=False, min_filter=None, mag_filter=None)¶Create an empty Texture.
If rectangle is False
or the appropriate driver extensions are
not available, a larger texture than requested will be created, and
a TextureRegion
corresponding to the requested size will be
returned.
width (int) – Width of the texture.
height (int) – Height of the texture.
internalformat (int) – GL constant giving the internal format of the texture; for
example, GL_RGBA
.
rectangle (bool) – True
if a rectangular texture is permitted. See
AbstractImage.get_texture.
force_rectangle (bool) – True
if a rectangular texture is required. See
AbstractImage.get_texture.
.. versionadded:: 1.1.4.
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
New in version 1.1.
create_for_size
(target, min_width, min_height, internalformat=None, min_filter=None, mag_filter=None)¶Create a Texture with dimensions at least min_width, min_height. On return, the texture will be bound.
target (int) – GL constant giving texture target to use, typically
GL_TEXTURE_2D
.
min_width (int) – Minimum width of texture (may be increased to create a power of 2).
min_height (int) – Minimum height of texture (may be increased to create a power of 2).
internalformat (int) – GL constant giving internal format of texture; for example,
GL_RGBA
. If unspecified, the texture will not be
initialised (only the texture name will be created on the
instance). If specified, the image will be initialised
to this format with zero’d data.
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
get_image_data
(z=0)¶Get the image data of this texture.
Changes to the returned instance will not be reflected in this texture.
z (int) – For 3D textures, the image slice to retrieve.
get_region
(x, y, width, height)¶Retrieve a rectangular region of this image.
x (int) – Left edge of region.
y (int) – Bottom edge of region.
width (int) – Width of region.
height (int) – Height of region.
get_texture
(rectangle=False, force_rectangle=False)¶A Texture
view of this image.
By default, textures are created with dimensions that are powers of
two. Smaller images will return a TextureRegion
that covers just
the image portion of the larger texture. This restriction is required
on older video cards, and for compressed textures, or where texture
repeat modes will be used, or where mipmapping is desired.
If the rectangle parameter is True
, this restriction is ignored
and a texture the size of the image may be created if the driver
supports the GL_ARB_texture_rectangle
or
GL_NV_texture_rectangle
extensions. If the extensions are not
present, the image already is a texture, or the image has power 2
dimensions, the rectangle parameter is ignored.
Examine Texture.target to determine if the returned texture is a
rectangle (GL_TEXTURE_RECTANGLE_ARB
or
GL_TEXTURE_RECTANGLE_NV
) or not (GL_TEXTURE_2D
).
If the force_rectangle parameter is True
, one of these
extensions must be present, and the returned texture always
has target GL_TEXTURE_RECTANGLE_ARB
or GL_TEXTURE_RECTANGLE_NV
.
Changes to the returned instance may or may not be reflected in this image.
rectangle (bool) – True if the texture can be created as a rectangle.
force_rectangle (bool) – True if the texture must be created as a rectangle. .. versionadded:: 1.1.4.
New in version 1.1.
get_transform
(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;
get_image_data()
will return the untransformed data. The
transformation is applied around the anchor point.
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.
default_mag_filter
= 9729¶default_min_filter
= 9729¶images
= 1¶level
= 0¶tex_coords
= (0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0)¶tex_coords_order
= (0, 1, 2, 3)¶x
= 0¶y
= 0¶z
= 0¶DepthTexture
(width, height, target, id)¶Bases: pyglet.image.Texture
A texture with depth samples (typically 24-bit).
blit_into
(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().
TextureRegion
(x, y, z, width, height, owner)¶Bases: pyglet.image.Texture
A rectangular region of a texture, presented as if it were a separate texture.
blit_into
(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().
get_image_data
()¶Get the image data of this texture.
Changes to the returned instance will not be reflected in this texture.
z (int) – For 3D textures, the image slice to retrieve.
get_region
(x, y, width, height)¶Retrieve a rectangular region of this image.
x (int) – Left edge of region.
y (int) – Bottom edge of region.
width (int) – Width of region.
height (int) – Height of region.
TileableTexture
(width, height, target, id)¶Bases: pyglet.image.Texture
A texture that can be tiled efficiently.
Use create_for_Image
classmethod to construct.
blit_tiled
(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.
create_for_image
(image)¶get_region
(x, y, width, height)¶Retrieve a rectangular region of this image.
x (int) – Left edge of region.
y (int) – Bottom edge of region.
width (int) – Width of region.
height (int) – Height of region.
Animation
(frames)¶Sequence of images with timing information.
If no frames of the animation have a duration of None
, the animation
loops continuously; otherwise the animation stops at the first frame with
duration of None
.
frames (list of ~pyglet.image.AnimationFrame) – The frames that make up the animation.
add_to_texture_bin
(bin)¶Add the images of the animation to a TextureBin
.
The animation frames are modified in-place to refer to the texture bin regions.
bin (TextureBin) – Texture bin to upload animation frames into.
from_image_sequence
(sequence, period, loop=True)¶Create an animation from a list of images and a constant framerate.
sequence (list of ~pyglet.image.AbstractImage) – Images that make up the animation, in sequence.
period (float) – Number of seconds to display each image.
loop (bool) – If True, the animation will loop continuously.
get_duration
()¶Get the total duration of the animation in seconds.
float
get_max_height
()¶Get the maximum image frame height.
This method is useful for determining texture space requirements: due
to the use of anchor_y
the actual required playback area may be
larger.
int
get_max_width
()¶Get the maximum image frame width.
This method is useful for determining texture space requirements: due
to the use of anchor_x
the actual required playback area may be
larger.
int
get_transform
(flip_x=False, flip_y=False, rotate=0)¶Create a copy of this animation applying a simple transformation.
The transformation is applied around the image’s anchor point of each frame. The texture data is shared between the original animation and the transformed animation.
flip_x (bool) – If True, the returned animation will be flipped horizontally.
flip_y (bool) – If True, the returned animation will be flipped vertically.
rotate (int) – Degrees of clockwise rotation of the returned animation. Only 90-degree increments are supported.
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__).
get_animation
(period, loop=True)¶Create an animation over this image sequence for the given constant framerate.
Number of seconds to display each frame.
If True, the animation will loop continuously.
New in version 1.1.
get_texture_sequence
()¶Get a TextureSequence.
TextureSequence
New in version 1.1.
TextureSequence
¶Bases: pyglet.image.AbstractImageSequence
Interface for a sequence of textures.
Typical implementations store multiple TextureRegion
s within one
Texture
so as to minimise state changes.
get_texture_sequence
()¶Get a TextureSequence.
TextureSequence
New in version 1.1.
UniformTextureSequence
¶Bases: pyglet.image.TextureSequence
Interface for a sequence of textures, each with the same dimensions.
item_width (int) – Width of each texture in the sequence.
item_height (int) – Height of each texture in the sequence.
item_height
¶item_width
¶TextureGrid
(grid)¶Bases: pyglet.image.TextureRegion
, pyglet.image.UniformTextureSequence
A texture containing a regular grid of texture regions.
To construct, create an 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 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)]
get
(row, column)¶columns
= 1¶item_height
= 0¶item_width
= 0¶items
= ()¶rows
= 1¶Texture3D
(width, height, target, id)¶Bases: pyglet.image.Texture
, pyglet.image.UniformTextureSequence
A texture with more than one image slice.
Use create_for_images or create_for_image_grid classmethod to construct.
create_for_image_grid
(grid, internalformat=6408)¶create_for_images
(images, internalformat=6408)¶item_height
= 0¶item_width
= 0¶items
= ()¶ImagePattern
¶Abstract image creation class.
create_image
(width, height)¶Create an image of the given size.
width (int) – Width of image to create
height (int) – Height of image to create
CheckerImagePattern
(color1=(150, 150, 150, 255), color2=(200, 200, 200, 255))¶Bases: pyglet.image.ImagePattern
Create an image with a tileable checker image.
create_image
(width, height)¶Create an image of the given size.
width (int) – Width of image to create
height (int) – Height of image to create
SolidColorImagePattern
(color=(0, 0, 0, 0))¶Bases: pyglet.image.ImagePattern
Creates an image filled with a solid color.
create_image
(width, height)¶Create an image of the given size.
width (int) – Width of image to create
height (int) – Height of image to create
ImageData
(width, height, format, data, pitch=None)¶Bases: pyglet.image.AbstractImage
An image represented as a string of unsigned bytes.
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.
blit
(x, y, z=0, width=None, height=None)¶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
).
blit_to_texture
(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.
create_texture
(cls, rectangle=False, force_rectangle=False)¶Create a texture containing this image.
If the image’s dimensions are not powers of 2, a TextureRegion of a larger Texture will be returned that matches the dimensions of this image.
cls (class (subclass of Texture)) – Class to construct.
rectangle (bool) – True
if a rectangle can be created; see
AbstractImage.get_texture.
.. versionadded:: 1.1
force_rectangle (bool) – True
if a rectangle must be created; see
AbstractImage.get_texture.
.. versionadded:: 1.1.4
cls or cls.region_class
get_data
(fmt=None, pitch=None)¶Get the byte data of the image.
fmt (str) – Format string of the return data.
pitch (int) – Number of bytes per row. Negative values indicate a top-to-bottom arrangement.
New in version 1.1.
sequence of bytes, or str
get_image_data
()¶Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
New in version 1.1.
get_mipmapped_texture
()¶Return a Texture with mipmaps.
If 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.
The texture dimensions must be powers of 2 to use mipmaps.
New in version 1.1.
get_region
(x, y, width, height)¶Retrieve a rectangular region of this image data.
x (int) – Left edge of region.
y (int) – Bottom edge of region.
width (int) – Width of region.
height (int) – Height of region.
get_texture
(rectangle=False, force_rectangle=False)¶A Texture
view of this image.
By default, textures are created with dimensions that are powers of
two. Smaller images will return a TextureRegion
that covers just
the image portion of the larger texture. This restriction is required
on older video cards, and for compressed textures, or where texture
repeat modes will be used, or where mipmapping is desired.
If the rectangle parameter is True
, this restriction is ignored
and a texture the size of the image may be created if the driver
supports the GL_ARB_texture_rectangle
or
GL_NV_texture_rectangle
extensions. If the extensions are not
present, the image already is a texture, or the image has power 2
dimensions, the rectangle parameter is ignored.
Examine Texture.target to determine if the returned texture is a
rectangle (GL_TEXTURE_RECTANGLE_ARB
or
GL_TEXTURE_RECTANGLE_NV
) or not (GL_TEXTURE_2D
).
If the force_rectangle parameter is True
, one of these
extensions must be present, and the returned texture always
has target GL_TEXTURE_RECTANGLE_ARB
or GL_TEXTURE_RECTANGLE_NV
.
Changes to the returned instance may or may not be reflected in this image.
rectangle (bool) – True if the texture can be created as a rectangle.
force_rectangle (bool) – True if the texture must be created as a rectangle. .. versionadded:: 1.1.4.
New in version 1.1.
set_data
(fmt, pitch, data)¶Set the byte data of the image.
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.
New in version 1.1.
set_mipmap_image
(level, image)¶Set a mipmap image for a particular level.
The mipmap image will be applied to textures obtained via get_mipmapped_texture.
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)
format
¶Format string of the data. Read-write.
str
CompressedImageData
(width, height, gl_format, data, extension=None, decoder=None)¶Bases: pyglet.image.AbstractImage
Image representing some compressed data suitable for direct uploading to driver.
blit_to_texture
(target, level, x, y, z)¶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.
get_mipmapped_texture
()¶Retrieve a Texture
instance with all mipmap levels filled in.
Requires that image dimensions be powers of 2.
New in version 1.1.
get_texture
(rectangle=False, force_rectangle=False)¶A Texture
view of this image.
By default, textures are created with dimensions that are powers of
two. Smaller images will return a TextureRegion
that covers just
the image portion of the larger texture. This restriction is required
on older video cards, and for compressed textures, or where texture
repeat modes will be used, or where mipmapping is desired.
If the rectangle parameter is True
, this restriction is ignored
and a texture the size of the image may be created if the driver
supports the GL_ARB_texture_rectangle
or
GL_NV_texture_rectangle
extensions. If the extensions are not
present, the image already is a texture, or the image has power 2
dimensions, the rectangle parameter is ignored.
Examine Texture.target to determine if the returned texture is a
rectangle (GL_TEXTURE_RECTANGLE_ARB
or
GL_TEXTURE_RECTANGLE_NV
) or not (GL_TEXTURE_2D
).
If the force_rectangle parameter is True
, one of these
extensions must be present, and the returned texture always
has target GL_TEXTURE_RECTANGLE_ARB
or GL_TEXTURE_RECTANGLE_NV
.
Changes to the returned instance may or may not be reflected in this image.
rectangle (bool) – True if the texture can be created as a rectangle.
force_rectangle (bool) – True if the texture must be created as a rectangle. .. versionadded:: 1.1.4.
New in version 1.1.
set_mipmap_data
(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.
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.
ImageDataRegion
(x, y, width, height, image_data)¶Bases: pyglet.image.ImageData
get_data
(fmt=None, pitch=None)¶Get the byte data of the image.
fmt (str) – Format string of the return data.
pitch (int) – Number of bytes per row. Negative values indicate a top-to-bottom arrangement.
New in version 1.1.
sequence of bytes, or str
get_region
(x, y, width, height)¶Retrieve a rectangular region of this image data.
x (int) – Left edge of region.
y (int) – Bottom edge of region.
width (int) – Width of region.
height (int) – Height of region.
set_data
(fmt, pitch, data)¶Set the byte data of the image.
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.
New in version 1.1.
BufferManager
¶Manages the set of framebuffers for a context.
Use get_buffer_manager()
to obtain the instance of this class for the
current context.
get_aux_buffer
()¶Get a free auxiliary buffer.
If not aux buffers are available, ImageException is raised. Buffers are released when they are garbage collected.
get_buffer_mask
()¶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.
get_color_buffer
()¶Get the color buffer.
get_depth_buffer
()¶Get the depth buffer.
get_viewport
()¶Get the current OpenGL viewport dimensions.
4-tuple of float.
Left, top, right and bottom dimensions.
ImageGrid
(image, rows, columns, item_width=None, item_height=None, row_padding=0, column_padding=0)¶Bases: pyglet.image.AbstractImage
, pyglet.image.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 TextureGrid
:
image_grid = ImageGrid(...)
texture_grid = image_grid.get_texture_sequence()
or as a Texture3D
:
image_grid = ImageGrid(...)
texture_3d = Texture3D.create_for_image_grid(image_grid)
get_image_data
()¶Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
New in version 1.1.
get_texture
(rectangle=False, force_rectangle=False)¶A Texture
view of this image.
By default, textures are created with dimensions that are powers of
two. Smaller images will return a TextureRegion
that covers just
the image portion of the larger texture. This restriction is required
on older video cards, and for compressed textures, or where texture
repeat modes will be used, or where mipmapping is desired.
If the rectangle parameter is True
, this restriction is ignored
and a texture the size of the image may be created if the driver
supports the GL_ARB_texture_rectangle
or
GL_NV_texture_rectangle
extensions. If the extensions are not
present, the image already is a texture, or the image has power 2
dimensions, the rectangle parameter is ignored.
Examine Texture.target to determine if the returned texture is a
rectangle (GL_TEXTURE_RECTANGLE_ARB
or
GL_TEXTURE_RECTANGLE_NV
) or not (GL_TEXTURE_2D
).
If the force_rectangle parameter is True
, one of these
extensions must be present, and the returned texture always
has target GL_TEXTURE_RECTANGLE_ARB
or GL_TEXTURE_RECTANGLE_NV
.
Changes to the returned instance may or may not be reflected in this image.
rectangle (bool) – True if the texture can be created as a rectangle.
force_rectangle (bool) – True if the texture must be created as a rectangle. .. versionadded:: 1.1.4.
New in version 1.1.
get_texture_sequence
()¶Get a TextureSequence.
TextureSequence
New in version 1.1.
color_as_bytes
(color)¶create
(width, height, pattern=None)¶Create an image optionally filled with the given pattern.
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.
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.
get_buffer_manager
()¶Get the buffer manager for the current OpenGL context.
load
(filename, file=None, decoder=None)¶Load an image from a file.
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.
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.
load_animation
(filename, file=None, decoder=None)¶Load an animation from a file.
Currently, the only supported format is GIF.
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.