TextureArray#
- class moderngl.TextureArray#
An Array Texture is a Texture where each mipmap level contains an array of images of the same size.
Array textures may have Mipmaps, but each mipmap in the texture has the same number of levels.
A TextureArray object cannot be instantiated directly, it requires a context. Use
Context.texture_array()
to create one.
Create#
- Context.texture_array(size: Tuple[int, int, int], components: int, data: Optional[Any] = None, *, alignment: int = 1, dtype: str = 'f1') moderngl.texture_array.TextureArray
Create a
TextureArray
object.- Parameters
size (tuple) – The
(width, height, layers)
of the texture.components (int) – The number of components 1, 2, 3 or 4.
data (bytes) – Content of the texture. The size must be
(width, height * layers)
so each layer is stacked vertically.
- Keyword Arguments
alignment (int) – The byte alignment 1, 2, 4 or 8.
dtype (str) – Data type.
- Returns
Texture3D
object
Methods#
- TextureArray.read(*, alignment: int = 1) bytes #
Read the pixel data as bytes into system memory.
- Keyword Arguments
alignment (int) – The byte alignment of the pixels.
- Returns
bytes
- TextureArray.read_into(buffer: Any, *, alignment: int = 1, write_offset: int = 0) None #
Read the content of the texture array into a bytearray or
Buffer
.The advantage of reading into a
Buffer
is that pixel data does not need to travel all the way to system memory:# Reading pixel data into a bytearray data = bytearray(8) texture = ctx.texture((2, 2, 2), 1) texture.read_into(data) # Reading pixel data into a buffer data = ctx.buffer(reserve=8) texture = ctx.texture((2, 2, 2), 1) texture.read_into(data)
- Parameters
buffer (Union[bytearray, Buffer]) – The buffer that will receive the pixels.
- Keyword Arguments
alignment (int) – The byte alignment of the pixels.
write_offset (int) – The write offset.
- TextureArray.write(data: Any, viewport: Optional[Union[Tuple[int, int, int], Tuple[int, int, int, int, int, int]]] = None, *, alignment: int = 1) None #
Update the content of the texture array from byte data or a moderngl
Buffer
.The
viewport
can be used for finer control of where the data should be written in the array. The valid versions are:# Writing multiple layers from the begining of the texture texture.write(data, viewport=(width, hight, num_layers)) # Writing sub-sections of the array texture.write(data, viewport=(x, y, layer, width, height, num_layers))
Like with other texture types we can also use bytes or
Buffer
as a source:# Using a moderngl buffer data = ctx.buffer(reserve=8) texture = ctx.texture_array((2, 2, 2), 1) texture.write(data) # Using byte data from system memory data = b"\xff\xff\xff\xff\xff\xff\xff\xff" texture = ctx.texture_array((2, 2, 2), 1) texture.write(data)
- Parameters
data (bytes) – The pixel data.
viewport (tuple) – The viewport.
- Keyword Arguments
alignment (int) – The byte alignment of the pixels.
- TextureArray.bind_to_image(unit: int, read: bool = True, write: bool = True, level: int = 0, format: int = 0) None #
Bind a texture to an image unit (OpenGL 4.2 required).
This is used to bind textures to image units for shaders. The idea with image load/store is that the user can bind one of the images in a Texture to a number of image binding points (which are separate from texture image units). Shaders can read information from these images and write information to them, in ways that they cannot with textures.
It’s important to specify the right access type for the image. This can be set with the
read
andwrite
arguments. Allowed combinations are:Read-only:
read=True
andwrite=False
Write-only:
read=False
andwrite=True
Read-write:
read=True
andwrite=True
format
specifies the format that is to be used when performing formatted stores into the image from shaders.format
must be compatible with the texture’s internal format. By default the format of the texture is passed in. The format parameter is only needed when overriding this behavior.Note that we bind the texture array as layered to make all the layers accessible. This can be updated to map single layers in the future.
More information:
- Parameters
unit (int) – Specifies the index of the image unit to which to bind the texture
texture (
moderngl.Texture
) – The texture to bind
- Keyword Arguments
read (bool) – Allows the shader to read the image (default:
True
)write (bool) – Allows the shader to write to the image (default:
True
)level (int) – Level of the texture to bind (default:
0
).format (int) – (optional) The OpenGL enum value representing the format (defaults to the texture’s format)
- TextureArray.build_mipmaps(base: int = 0, max_level: int = 1000) None #
Generate mipmaps.
This also changes the texture filter to
LINEAR_MIPMAP_LINEAR, LINEAR
(Will be removed in6.x
)- Keyword Arguments
base (int) – The base level
max_level (int) – The maximum levels to generate
- TextureArray.use(location: int = 0) None #
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
sampler2DArray
uniform in the shader because samplers read from the texture unit we assign to them:# Define what texture unit our two sampler2DArray 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.
- TextureArray.release() None #
Release the ModernGL object.
Attributes#
- TextureArray.repeat_x#
The x repeat flag for the texture (Default
True
).Example:
# Enable texture repeat (GL_REPEAT) texture.repeat_x = True # Disable texture repeat (GL_CLAMP_TO_EDGE) texture.repeat_x = False
- Type
bool
- TextureArray.repeat_y#
The y repeat flag for the texture (Default
True
).Example:
# Enable texture repeat (GL_REPEAT) texture.repeat_y = True # Disable texture repeat (GL_CLAMP_TO_EDGE) texture.repeat_y = False
- Type
bool
- TextureArray.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
- TextureArray.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
- TextureArray.anisotropy#
Number of samples for anisotropic filtering (Default
1.0
).The value will be clamped in range
1.0
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
- TextureArray.width#
The width of the texture array.
- Type
int
- TextureArray.height#
The height of the texture array.
- Type
int
- TextureArray.layers#
The number of layers of the texture array.
- Type
int
- TextureArray.size#
The size of the texture array.
- Type
tuple
- TextureArray.dtype#
Data type.
- Type
str
- TextureArray.components#
The number of components of the texture array.
- Type
int
- TextureArray.glo#
The internal OpenGL object.
This values is provided for debug purposes only.
- Type
int
- TextureArray.mglo#
Internal representation for debug purposes only.
- TextureArray.extra#
Any - Attribute for storing user defined objects
- TextureArray.ctx#
The context this object belongs to