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