| 13 | |
| 14 | |
| 15 | def __createTexture(self, path): |
| 16 | # Load texture and convert to format OpenGL can use |
| 17 | surface = pygame.image.load(path).convert() |
| 18 | surface_data = pygame.image.tostring(surface, "RGB", 1) |
| 19 | |
| 20 | width = surface.get_width() |
| 21 | height = surface.get_height() |
| 22 | |
| 23 | # Create and bind texture (Following settings apply to the currently binded texture) |
| 24 | texture_id = glGenTextures(1) |
| 25 | glBindTexture(GL_TEXTURE_2D, texture_id) |
| 26 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, surface_data) |
| 27 | |
| 28 | # GL_REPEAT makes texture repeatable (aka. seamless*) |
| 29 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) |
| 30 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) |
| 31 | |
| 32 | # There are dozen options for texture filtering (Setting things to GL_NEAREST makes textures look crispy) |
| 33 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) |
| 34 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) |
| 35 | |
| 36 | # Generate mipmaps (Reduces load on texture sampling with distant objects) |
| 37 | glGenerateMipmap(GL_TEXTURE_2D) |
| 38 | |
| 39 | # TODO: Should query the max level first |
| 40 | # Make textures look smooth on different angles/distance |
| 41 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, 16) |
| 42 | |
| 43 | glBindTexture(GL_TEXTURE_2D, 0) |
| 44 | |
| 45 | return texture_id |
| 46 | |
| 47 | |
| 48 | def getTexture(self): |