TextureCube
- class moderngl.TextureCube
A Texture is an OpenGL object that contains one or more images that all have the same image format. A texture can be used in two ways. It can be the source of a texture access from a Shader, or it can be used as a render target.
Note
ModernGL enables
GL_TEXTURE_CUBE_MAP_SEAMLESS
globally to ensure filtering will be done across the cube faces.A Texture3D object cannot be instantiated directly, it requires a context. Use
Context.texture_cube()
to create one.
Create
- Context.texture_cube(size, components, data=None, alignment=1, dtype='f1') TextureCube
Create a
TextureCube
object.- Parameters
size (tuple) – The width, height of the texture. Each side of the cube will have this size.
components (int) – The number of components 1, 2, 3 or 4.
data (bytes) – Content of the texture. The data should be have the following ordering: positive_x, negative_x, positive_y, negative_y, positive_z + negative_z
- Keyword Arguments
alignment (int) – The byte alignment 1, 2, 4 or 8.
dtype (str) – Data type.
- Returns
TextureCube
object
Methods
- TextureCube.read(face, alignment=1) bytes
Read a face from the cubemap as bytes into system memory.
- Parameters
face (int) – The face to read.
- Keyword Arguments
alignment (int) – The byte alignment of the pixels.
- TextureCube.read_into(buffer, face, alignment=1, write_offset=0)
Read a face from the cubemap texture.
Read a face of the cubemap into a bytearray or
Buffer
. The advantage of reading into aBuffer
is that pixel data does not need to travel all the way to system memory:# Reading pixel data into a bytearray data = bytearray(4) texture = ctx.texture_cube((2, 2), 1) texture.read_into(data, 0) # Reading pixel data into a buffer data = ctx.buffer(reserve=4) texture = ctx.texture_cube((2, 2), 1) texture.read_into(data, 0)
- Parameters
buffer (bytearray) – The buffer that will receive the pixels.
face (int) – The face to read.
- Keyword Arguments
alignment (int) – The byte alignment of the pixels.
write_offset (int) – The write offset.
- TextureCube.write(face, data, viewport=None, alignment=1)
Update the content of the texture.
Update the content of a face in the cubemap from byte data or a moderngl
Buffer
:# Write data from a moderngl Buffer data = ctx.buffer(reserve=4) texture = ctx.texture_cube((2, 2), 1) texture.write(0, data) # Write data from bytes data = b'ÿÿÿÿ' texture = ctx.texture_cube((2, 2), 1) texture.write(0, data)
- Parameters
face (int) – The face to update.
data (bytes) – The pixel data.
viewport (tuple) – The viewport.
- Keyword Arguments
alignment (int) – The byte alignment of the pixels.
- TextureCube.use(location=0)
Bind the texture to a texture unit.
The location is the texture unit we want to bind the texture. This should correspond with the value of the
samplerCube
uniform in the shader because samplers read from the texture unit we assign to them:# Define what texture unit our two samplerCube uniforms should represent program['texture_a'] = 0 program['texture_b'] = 1 # Bind textures to the texture units first_texture.use(location=0) second_texture.use(location=1)
- Parameters
location (int) – The texture location/unit.
- TextureCube.release()
Release the ModernGL object.
Attributes
- TextureCube.size
The size of the texture.
- Type
tuple
- TextureCube.dtype
Data type.
- Type
str
- TextureCube.components
The number of components of the texture.
- Type
int
- TextureCube.filter
The minification and magnification filter for the texture. (Default
(moderngl.LINEAR. moderngl.LINEAR)
)Example:
texture.filter == (moderngl.NEAREST, moderngl.NEAREST) texture.filter == (moderngl.LINEAR_MIPMAP_LINEAR, moderngl.LINEAR) texture.filter == (moderngl.NEAREST_MIPMAP_LINEAR, moderngl.NEAREST) texture.filter == (moderngl.LINEAR_MIPMAP_NEAREST, moderngl.NEAREST)
- Type
tuple
- TextureCube.swizzle
The swizzle mask of the texture (Default
'RGBA'
).The swizzle mask change/reorder the
vec4
value returned by thetexture()
function in a GLSL shaders. This is represented by a 4 character string were each character can be:'R' GL_RED 'G' GL_GREEN 'B' GL_BLUE 'A' GL_ALPHA '0' GL_ZERO '1' GL_ONE
Example:
# Alpha channel will always return 1.0 texture.swizzle = 'RGB1' # Only return the red component. The rest is masked to 0.0 texture.swizzle = 'R000' # Reverse the components texture.swizzle = 'ABGR'
- Type
str
- TextureCube.anisotropy
Number of samples for anisotropic filtering (Default
1.0
). The value will be clamped in range1.0
andctx.max_anisotropy
.Any value greater than 1.0 counts as a use of anisotropic filtering:
# Disable anisotropic filtering texture.anisotropy = 1.0 # Enable anisotropic filtering suggesting 16 samples as a maximum texture.anisotropy = 16.0
- Type
float
- TextureCube.glo
The internal OpenGL object. This values is provided for debug purposes only.
- Type
int
- TextureCube.mglo
Internal representation for debug purposes only.
- TextureCube.extra
Any - Attribute for storing user defined objects
- TextureCube.ctx
The context this object belongs to