Texture3D¶
-
class
moderngl.
Texture3D
¶ 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.
A Texture3D object cannot be instantiated directly, it requires a context. Use
Context.texture3d()
to create one.
Create¶
-
Context.
texture3d
(size, components, data=None, alignment=1, dtype='f1') → Texture3D Create a
Texture3D
object.Parameters: - size (tuple) – The width, height and depth of the texture.
- components (int) – The number of components 1, 2, 3 or 4.
- data (bytes) – Content of the texture.
Keyword Arguments: - alignment (int) – The byte alignment 1, 2, 4 or 8.
- dtype (str) – Data type.
Returns: Texture3D
object
Methods¶
-
Texture3D.
read
(alignment=1) → bytes¶ Read the pixel data as bytes into system memory.
Keyword Arguments: alignment (int) – The byte alignment of the pixels. Returns: bytes
-
Texture3D.
read_into
(buffer, alignment=1, write_offset=0)¶ Read the content of the texture 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(8) texture = ctx.texture3d((2, 2, 2), 1) texture.read_into(data) # Reading pixel data into a buffer data = ctx.buffer(reserve=8) texture = ctx.texture3d((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.
-
Texture3D.
write
(data, viewport=None, alignment=1)¶ Update the content of the texture from byte data or a moderngl
Buffer
:# Write data from a moderngl Buffer data = ctx.buffer(reserve=8) texture = ctx.texture3d((2, 2, 2), 1) texture.write(data) # Write data from bytes data = b'ÿÿÿÿÿÿÿÿ' texture = ctx.texture3d((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.
-
Texture3D.
build_mipmaps
(base=0, max_level=1000)¶ 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
-
Texture3D.
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
sampler3D
uniform in the shader because samplers read from the texture unit we assign to them:# Define what texture unit our two sampler3D 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.
-
Texture3D.
release
()¶ Release the ModernGL object.
Attributes¶
-
Texture3D.
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
-
Texture3D.
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
-
Texture3D.
repeat_z
¶ The z repeat flag for the texture (Default
True
)Example:
# Enable texture repeat (GL_REPEAT) texture.repeat_z = True # Disable texture repeat (GL_CLAMP_TO_EDGE) texture.repeat_z = False
Type: bool
-
Texture3D.
filter
¶ The filter of the texture.
Type: tuple
-
Texture3D.
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
-
Texture3D.
width
¶ The width of the texture.
Type: int
-
Texture3D.
height
¶ The height of the texture.
Type: int
-
Texture3D.
depth
¶ The depth of the texture.
Type: int
-
Texture3D.
size
¶ The size of the texture.
Type: tuple
-
Texture3D.
dtype
¶ Data type.
Type: str
-
Texture3D.
components
¶ The number of components of the texture.
Type: int
-
Texture3D.
glo
¶ The internal OpenGL object. This values is provided for debug purposes only.
Type: int
-
Texture3D.
mglo
¶ Internal representation for debug purposes only.
-
Texture3D.
extra
¶ Any - Attribute for storing user defined objects
-
Texture3D.
ctx
¶ The context this object belongs to