pyglet.image
Submodules
Details
Image load, capture and high-level texture functions.
Only basic functionality is described here; for full reference see the accompanying documentation.
To load an image:
from pyglet import image
pic = image.load('picture.png')
The supported image file types include PNG, BMP, GIF, JPG, and many more, somewhat depending on the operating system. To load an image from a file-like object instead of a filename:
pic = image.load('hint.jpg', file=fileobj)
The hint helps the module locate an appropriate decoder to use based on the file extension. It is optional.
Once loaded, images can be used directly by most other modules of pyglet. All images have a width and height you can access:
width, height = pic.width, pic.height
You can extract a region of an image (this keeps the original image intact; the memory is shared efficiently):
subimage = pic.get_region(x, y, width, height)
Remember that y-coordinates are always increasing upwards.
Drawing images
To draw an image at some point on the screen:
pic.blit(x, y, z)
This assumes an appropriate view transform and projection have been applied.
Some images have an intrinsic “anchor point”: this is the point which will be
aligned to the x
and y
coordinates when the image is drawn. By
default, the anchor point is the lower-left corner of the image. You can use
the anchor point to center an image at a given point, for example:
pic.anchor_x = pic.width // 2
pic.anchor_y = pic.height // 2
pic.blit(x, y, z)
Texture access
If you are using OpenGL directly, you can access the image as a texture:
texture = pic.get_texture()
(This is the most efficient way to obtain a texture; some images are immediately loaded as textures, whereas others go through an intermediate form). To use a texture with pyglet.gl:
from pyglet.gl import *
glEnable(texture.target) # typically target is GL_TEXTURE_2D
glBindTexture(texture.target, texture.id)
# ... draw with the texture
Pixel access
To access raw pixel data of an image:
rawimage = pic.get_image_data()
(If the image has just been loaded this will be a very quick operation; however if the image is a texture a relatively expensive readback operation will occur). The pixels can be accessed as bytes:
format = 'RGBA'
pitch = rawimage.width * len(format)
pixels = rawimage.get_bytes(format, pitch)
“format” strings consist of characters that give the byte order of each color component. For example, if rawimage.format is ‘RGBA’, there are four color components: red, green, blue and alpha, in that order. Other common format strings are ‘RGB’, ‘LA’ (luminance, alpha) and ‘I’ (intensity).
The “pitch” of an image is the number of bytes in a row (this may validly be more than the number required to make up the width of the image, it is common to see this for word alignment). If “pitch” is negative the rows of the image are ordered from top to bottom, otherwise they are ordered from bottom to top.
Retrieving data with the format and pitch given in ImageData.format and ImageData.pitch avoids the need for data conversion (assuming you can make use of the data in this arbitrary format).
Classes
Images
- class AbstractImage
Abstract class representing an image.
- abstract blit(x: int, y: int, z: int = 0) None
Draw this image to the active framebuffer.
The image will be drawn with the lower-left corner at (
x - anchor_x
,y - anchor_y
,z
). :rtype:None
Note
This is a relatively slow method, as a full OpenGL setup and draw call is required for each blit. For performance, consider creating a Sprite from the Image, and adding it to a Batch.
- abstract blit_into(source, x: int, y: int, z: int) None
Draw the provided
source
data INTO this image.source
will be copied into this image such that its anchor point is aligned with thex
andy
parameters. If this image is a 3D Texture, thez
coordinate gives the image slice to copy into.Note that if
source
is larger than this image (or the positioning would cause the copy to go out of bounds), an exception may be raised. To prevent errors, you can use thesource.get_region(x, y, w, h)
method to get a smaller section that will fall within the bounds of this image.- Return type:
- abstract blit_to_texture( ) None
Draw this image on the currently bound texture at
target
.This image is copied into the texture such that this image’s anchor point is aligned with the given
x
andy
coordinates of the destination texture. If the currently bound texture is a 3D texture, thez
coordinate gives the image slice to blit into.- Return type:
- abstract get_image_data() ImageData
Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
- Return type:
- abstract get_mipmapped_texture() Texture
Retrieve a
Texture
instance with all mipmap levels filled in.- Return type:
- abstract get_region( ) AbstractImage
Retrieve a rectangular region of this image.
- Return type:
- save( ) None
Save this image to a file.
- Parameters:
filename (
str
|None
) – Used to set the image file format, and to open the output file iffile
is unspecified.file (
BinaryIO
|None
) – An optional file-like object to write image data to.encoder (
ImageEncoder
|None
) – If unspecified, all encoders matching the filename extension are tried, or all encoders if no filename is provided. If all fail, the exception from the first one attempted is raised.
- Return type:
- class BufferImage
Bases:
AbstractImage
An abstract “default” framebuffer.
- __init__(x, y, width, height)
Initialized in subclass.
- blit(x: int, y: int, z: int = 0) None
Draw this image to the active framebuffer.
The image will be drawn with the lower-left corner at (
x - anchor_x
,y - anchor_y
,z
). :rtype:None
Note
This is a relatively slow method, as a full OpenGL setup and draw call is required for each blit. For performance, consider creating a Sprite from the Image, and adding it to a Batch.
- blit_into(source, x: int, y: int, z: int) None
Draw the provided
source
data INTO this image.source
will be copied into this image such that its anchor point is aligned with thex
andy
parameters. If this image is a 3D Texture, thez
coordinate gives the image slice to copy into.Note that if
source
is larger than this image (or the positioning would cause the copy to go out of bounds), an exception may be raised. To prevent errors, you can use thesource.get_region(x, y, w, h)
method to get a smaller section that will fall within the bounds of this image.- Return type:
- blit_to_texture( )
Draw this image on the currently bound texture at
target
.This image is copied into the texture such that this image’s anchor point is aligned with the given
x
andy
coordinates of the destination texture. If the currently bound texture is a 3D texture, thez
coordinate gives the image slice to blit into.
- get_image_data()
Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
- get_mipmapped_texture() Texture
Retrieve a
Texture
instance with all mipmap levels filled in.- Return type:
- get_region(x, y, width, height)
Retrieve a rectangular region of this image.
- format = ''
The format string used for image data.
- gl_buffer = 1029
The OpenGL read and write target for this buffer.
- gl_format = 0
The OpenGL format constant for image data.
- owner = None
- class BufferImageMask
Bases:
BufferImage
A single bit of the stencil buffer.
- format = 'R'
The format string used for image data.
- gl_format = 6401
The OpenGL format constant for image data.
- class ColorBufferImage
Bases:
BufferImage
A color framebuffer.
This class is used to wrap the primary color buffer (i.e., the back buffer)
- blit_to_texture( )
Draw this image on the currently bound texture at
target
.This image is copied into the texture such that this image’s anchor point is aligned with the given
x
andy
coordinates of the destination texture. If the currently bound texture is a 3D texture, thez
coordinate gives the image slice to blit into.
- get_texture(rectangle=False)
A
Texture
view of this image.- Parameters:
rectangle – Unused. Kept for backwards compatibility.
- format = 'RGBA'
The format string used for image data.
- gl_format = 6408
The OpenGL format constant for image data.
- class DepthBufferImage
Bases:
BufferImage
The depth buffer.
- blit_to_texture( )
Draw this image on the currently bound texture at
target
.This image is copied into the texture such that this image’s anchor point is aligned with the given
x
andy
coordinates of the destination texture. If the currently bound texture is a 3D texture, thez
coordinate gives the image slice to blit into.
- get_texture(rectangle=False)
A
Texture
view of this image.- Parameters:
rectangle – Unused. Kept for backwards compatibility.
- format = 'R'
The format string used for image data.
- gl_format = 6402
The OpenGL format constant for image data.
- class Texture
Bases:
AbstractImage
An image loaded into GPU memory
Typically, you will get an instance of Texture by accessing calling the
get_texture()
method of any AbstractImage class (such as ImageData).- region_class
The class to use when constructing regions of this texture. The class should be a subclass of TextureRegion.
alias of
TextureRegion
- bind_image_texture(
- unit: int,
- level: int = 0,
- layered: bool = False,
- layer: int = 0,
- access: int = 35002,
- fmt: int = 34836,
Bind as an ImageTexture for use with a
ComputeShaderProgram
.Note
OpenGL 4.3, or 4.2 with the GL_ARB_compute_shader extention is required.
- blit( ) None
Blit the texture to the screen.
This is a costly operation, and should not be used for performance critical code. Blitting a texture requires binding it, setting up throwaway buffers, creating a VAO, uploading attribute data, and then making a single draw call. This is quite wasteful and slow, so blitting should not be used for more than a few images. This method is provided to assist with debugging, but not intended for drawing of multiple images.
Instead, consider creating a
Sprite
with the Texture, and drawing it as part of a largerBatch
.- Return type:
- blit_into(source: AbstractImage, x: int, y: int, z: int)
Draw the provided
source
data INTO this image.source
will be copied into this image such that its anchor point is aligned with thex
andy
parameters. If this image is a 3D Texture, thez
coordinate gives the image slice to copy into.Note that if
source
is larger than this image (or the positioning would cause the copy to go out of bounds), an exception may be raised. To prevent errors, you can use thesource.get_region(x, y, w, h)
method to get a smaller section that will fall within the bounds of this image.
- blit_to_texture( )
Draw this image on the currently bound texture at
target
.This image is copied into the texture such that this image’s anchor point is aligned with the given
x
andy
coordinates of the destination texture. If the currently bound texture is a 3D texture, thez
coordinate gives the image slice to blit into.
- classmethod create(
- width: int,
- height: int,
- target: int = 3553,
- internalformat: int | None = 32856,
- min_filter: int | None = None,
- mag_filter: int | None = None,
- fmt: int = 6408,
- blank_data: bool = True,
Create a Texture
Create a Texture with the specified dimentions, target and format. On return, the texture will be bound.
- Parameters:
width (
int
) – Width of texture in pixels.height (
int
) – Height of texture in pixels.target (
int
) – GL constant giving texture target to use, typicallyGL_TEXTURE_2D
.internalformat (
int
|None
) – GL constant giving internal format of texture; for example,GL_RGBA
. The internal format decides how the texture data will be stored internally. IfNone
, the texture will be created but not initialized.min_filter (
int
|None
) – The minifaction filter used for this texture, commonlyGL_LINEAR
orGL_NEAREST
mag_filter (
int
|None
) – The magnification filter used for this texture, commonlyGL_LINEAR
orGL_NEAREST
fmt (
int
) – GL constant giving format of texture; for example,GL_RGBA
. The format specifies what format the pixel data we’re expecting to write to the texture and should ideally be the same as for internal format.blank_data (
bool
) – If True, initialize the texture data with all zeros. If False, do not pass initial data.
- Return type:
- delete() None
Delete this texture and the memory it occupies.
Textures are invalid after deletion, and may no longer be used.
- Return type:
- get_image_data(z: int = 0) ImageData
Get the image data of this texture.
Bind the texture, and read the pixel data back from the GPU. This can be a somewhat costly operation.
Modifying the returned ImageData object has no effect on the texture itself. Uploading ImageData back to the GPU/texture can be done with the
blit_into()
method.
- get_mipmapped_texture() Texture
Retrieve a
Texture
instance with all mipmap levels filled in.- Return type:
- get_region( ) TextureRegion
Retrieve a rectangular region of this image.
- Return type:
- get_transform( ) TextureRegion
Create a copy of this image applying a simple transformation.
The transformation is applied to the texture coordinates only;
get_image_data()
will return the untransformed data. The transformation is applied around the anchor point.- Parameters:
- Return type:
- colors = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
The GL texture target (e.g.,
GL_TEXTURE_2D
).
- default_mag_filter = 9729
The default magnification filter. Defaults to GL_LINEAR. If a texture is created without specifying a filter, this default will be used.
- default_min_filter = 9729
The default minification filter. Defaults to GL_LINEAR. If a texture is created without specifying a filter, this default will be used.
- images = 1
- tex_coords = (0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0)
12-tuple of float, named (u1, v1, r1, u2, v2, r2, …).
u, v, r
give the 3D texture coordinates for vertices 1-4. The vertices are specified in the order bottom-left, bottom-right, top-right and top-left.
-
tex_coords_order:
tuple
[int
,int
,int
,int
] = (0, 1, 2, 3) The default vertex winding order for a quad. This defaults to counter-clockwise, starting at the bottom-left.
- class TextureRegion
Bases:
Texture
A rectangular region of a texture, presented as if it were a separate texture.
- __init__( )
Initialized in subclass.
- blit_into(
- source: AbstractImage,
- x: int,
- y: int,
- z: int,
Draw the provided
source
data INTO this image.source
will be copied into this image such that its anchor point is aligned with thex
andy
parameters. If this image is a 3D Texture, thez
coordinate gives the image slice to copy into.Note that if
source
is larger than this image (or the positioning would cause the copy to go out of bounds), an exception may be raised. To prevent errors, you can use thesource.get_region(x, y, w, h)
method to get a smaller section that will fall within the bounds of this image.- Return type:
- delete() None
Deleting a TextureRegion has no effect. Operate on the owning texture instead.
- Return type:
- get_image_data()
Get the image data of this texture.
Bind the texture, and read the pixel data back from the GPU. This can be a somewhat costly operation.
Modifying the returned ImageData object has no effect on the texture itself. Uploading ImageData back to the GPU/texture can be done with the
blit_into()
method.- Parameters:
z – For 3D textures, the image slice to retrieve.
- get_region( ) TextureRegion
Retrieve a rectangular region of this image.
- Return type:
- class TileableTexture
Bases:
Texture
A texture that can be tiled efficiently.
Use
create_for_image
classmethod to construct.- blit_tiled(x: int, y: int, z: int, width: int, height: int) None
Blit this texture tiled over the given area.
The image will be tiled with the bottom-left corner of the destination rectangle aligned with the anchor point of this texture.
- Return type:
- classmethod create_for_image(
- image: AbstractImage,
- Return type:
Image Sequences
- class AbstractImageSequence
Abstract sequence of images.
Image sequence are useful for storing image animations or slices of a volume. The class implements the sequence interface (
__len__
,__getitem__
,__setitem__
).- get_animation( ) Animation
Create an animation over this image sequence for the given constant framerate.
- abstract get_texture_sequence() TextureSequence
Get a TextureSequence.
- Return type:
TextureSequence
New in version 1.1.
- class TextureSequence
Bases:
AbstractImageSequence
Interface for a sequence of textures.
Typical implementations store multiple
Texture
to minimise state changes.- get_texture_sequence() TextureSequence
Get a TextureSequence.
- Return type:
TextureSequence
New in version 1.1.
- class UniformTextureSequence
Bases:
TextureSequence
Interface for a sequence of textures, each with the same dimensions.
- class TextureGrid
Bases:
TextureRegion
,UniformTextureSequence
A texture containing a regular grid of texture regions.
To construct, create an
ImageGrid
first:image_grid = ImageGrid(...) texture_grid = TextureGrid(image_grid)
The texture grid can be accessed as a single texture, or as a sequence of
TextureRegion
. When accessing as a sequence, you can specify integer indexes, in which the images are arranged in rows from the bottom-left to the top-right:# assume the texture_grid is 3x3: current_texture = texture_grid[3] # get the middle-left image
You can also specify tuples in the sequence methods, which are addressed as
row, column
:# equivalent to the previous example: current_texture = texture_grid[1, 0]
When using tuples in a slice, the returned sequence is over the rectangular region defined by the slice:
# returns center, center-right, center-top, top-right images in that # order: images = texture_grid[(1,1):] # equivalent to images = texture_grid[(1,1):(3,3)]
- class Texture3D
Bases:
Texture
,UniformTextureSequence
A texture with more than one image slice.
Use the
create_for_images()
orcreate_for_image_grid()
classmethod to construct a Texture3D.- classmethod create_for_image_grid(grid, internalformat=6408)
- classmethod create_for_images(images, internalformat=6408, blank_data=True)
Patterns
- class ImagePattern
Abstract image creation class.
- abstract create_image(width: int, height: int) AbstractImage
Create an image of the given size.
- Return type:
- class CheckerImagePattern
Bases:
ImagePattern
Create an image with a tileable checker image.
- __init__(
- color1=(150, 150, 150, 255),
- color2=(200, 200, 200, 255),
Initialise with the given colors.
- Parameters:
color1 – 4-tuple of ints in range [0,255] giving RGBA components of color to fill with. This color appears in the top-left and bottom-right corners of the image.
color2 – 4-tuple of ints in range [0,255] giving RGBA components of color to fill with. This color appears in the top-right and bottom-left corners of the image.
- create_image( ) AbstractImage
Create an image of the given size.
- Return type:
- class SolidColorImagePattern
Bases:
ImagePattern
Creates an image filled with a solid RGBA color.
- __init__(color=(0, 0, 0, 0))
Create a solid image pattern with the given color.
- Parameters:
color – 4-tuple of ints in range [0,255] giving RGBA components of color to fill with.
- create_image( ) AbstractImage
Create an image of the given size.
- Return type:
Data
- class ImageData
Bases:
AbstractImage
An image represented as a string of unsigned bytes.
- __init__( )
Initialise image data.
- Parameters:
width (
int
) – Width of image dataheight (
int
) – Height of image datafmt (
str
) – A valid format string, such as ‘RGB’, ‘RGBA’, ‘ARGB’, etc.data (
bytes
) – A sequence of bytes containing the raw image data.pitch (
int
|None
) – If specified, the number of bytes per row. Negative values indicate a top-to-bottom arrangement. Defaults towidth * len(format)
.
- blit( ) None
Draw this image to the active framebuffer.
The image will be drawn with the lower-left corner at (
x - anchor_x
,y - anchor_y
,z
). :rtype:None
Note
This is a relatively slow method, as a full OpenGL setup and draw call is required for each blit. For performance, consider creating a Sprite from the Image, and adding it to a Batch.
- blit_into(source, x: int, y: int, z: int) None
Draw the provided
source
data INTO this image.source
will be copied into this image such that its anchor point is aligned with thex
andy
parameters. If this image is a 3D Texture, thez
coordinate gives the image slice to copy into.Note that if
source
is larger than this image (or the positioning would cause the copy to go out of bounds), an exception may be raised. To prevent errors, you can use thesource.get_region(x, y, w, h)
method to get a smaller section that will fall within the bounds of this image.- Return type:
- blit_to_texture( )
Draw this image to the currently bound texture at
target
.This image’s anchor point will be aligned to the given
x
andy
coordinates. If the currently bound texture is a 3D texture, thez
parameter gives the image slice to blit into.If
internalformat
is specified,glTexImage
is used to initialise the texture; otherwise,glTexSubImage
is used to update a region.
- create_texture(
- cls: type[pyglet.image.Texture],
- rectangle: bool = False,
Given a texture class, create a texture containing this image.
- Return type:
- get_bytes(fmt: str | None = None, pitch: int | None = None) bytes
Get the byte data of the image
This method returns the raw byte data of the image, with optional conversion. To convert the data into another format, you can provide
fmt
andpitch
arguments. For example, if the image format isRGBA
, and you wish to get the byte data inRGB
format:rgb_pitch = my_image.width // len('RGB') rgb_img_bytes = my_image.get_bytes(fmt='RGB', pitch=rgb_pitch)
The image
pitch
may be negative, so be sure to check that when converting to another format. Switching the sign of thepitch
will cause the image to appear “upside-down”.- Parameters:
- Return type:
Note
Conversion to another format is done on the CPU, and can be somewhat costly for larger images. Consider performing conversion at load time for framerate sensitive applictions.
- get_data(fmt: str | None = None, pitch: int | None = None) bytes
Get the byte data of the image. :rtype:
bytes
Warning
This method is deprecated and will be removed in the next version. Use
get_bytes()
instead.
- get_image_data() ImageData
Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
- Return type:
- get_mipmapped_texture() Texture
Return a Texture with mipmaps.
If
set_mipmap_Image
has been called with at least one image, the set of images defined will be used. Otherwise, mipmaps will be automatically generated.- Return type:
- get_region( ) ImageDataRegion
Retrieve a rectangular region of this image data.
- Return type:
- set_bytes(fmt: str, pitch: int, data: bytes) None
Set the byte data of the image.
- Parameters:
- Return type:
- set_data(fmt: str, pitch: int, data: bytes) None
Set the byte data of the image. :rtype:
None
Warning
This method is deprecated and will be removed in the next version. Use
set_bytes()
instead.
- set_mipmap_image(level: int, image: AbstractImage) None
Set a user-defined mipmap image for a particular level.
These mipmap images will be applied to textures obtained via
get_mipmapped_texture()
, instead of automatically generated images for each level.- Parameters:
level (
int
) – Mipmap level to set image at, must be >= 1.image (
AbstractImage
) – Image to set. Must have correct dimensions for that mipmap level (i.e., width >> level, height >> level)
- Return type:
- class CompressedImageData
Bases:
AbstractImage
Compressed image data suitable for direct uploading to GPU.
- __init__(
- width: int,
- height: int,
- gl_format: int,
- data: bytes,
- extension: str | None = None,
- decoder: Callable[[bytes, int, int], AbstractImage] | None = None,
Construct a CompressedImageData with the given compressed data.
- Parameters:
width (
int
) – The width of the image.height (
int
) – The height of the image.gl_format (
int
) – GL constant giving the format of the compressed data. For example:GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
.data (
bytes
) – An array of bytes containing the compressed image data.extension (
str
|None
) – If specified, gives the name of a GL extension to check for before creating a texture.decoder (
Callable
[[bytes
,int
,int
],AbstractImage
] |None
) – An optional fallback function used to decode the compressed data. This function is called if the required extension is not present.
- blit(x: int, y: int, z: int = 0) None
Draw this image to the active framebuffer.
The image will be drawn with the lower-left corner at (
x - anchor_x
,y - anchor_y
,z
). :rtype:None
Note
This is a relatively slow method, as a full OpenGL setup and draw call is required for each blit. For performance, consider creating a Sprite from the Image, and adding it to a Batch.
- blit_into(source, x: int, y: int, z: int) None
Draw the provided
source
data INTO this image.source
will be copied into this image such that its anchor point is aligned with thex
andy
parameters. If this image is a 3D Texture, thez
coordinate gives the image slice to copy into.Note that if
source
is larger than this image (or the positioning would cause the copy to go out of bounds), an exception may be raised. To prevent errors, you can use thesource.get_region(x, y, w, h)
method to get a smaller section that will fall within the bounds of this image.- Return type:
- blit_to_texture( )
Draw this image on the currently bound texture at
target
.This image is copied into the texture such that this image’s anchor point is aligned with the given
x
andy
coordinates of the destination texture. If the currently bound texture is a 3D texture, thez
coordinate gives the image slice to blit into.
- get_image_data() CompressedImageData
Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
- Return type:
- get_mipmapped_texture() Texture
Retrieve a
Texture
instance with all mipmap levels filled in.- Return type:
- get_region( ) AbstractImage
Retrieve a rectangular region of this image.
- Return type:
- get_texture(rectangle=False) Texture
A
Texture
view of this image.- Parameters:
rectangle – Unused. Kept for backwards compatibility.
- Return type:
- set_mipmap_data(level: int, data: bytes) None
Set compressed image data for a mipmap level.
Supplied data gives a compressed image for the given mipmap level. This image data must be in the same format as was used in the constructor. The image data must also be of the correct dimensions for the level (i.e., width >> level, height >> level); but this is not checked. If any mipmap levels are specified, they are used; otherwise, mipmaps for
mipmapped_texture
are generated automatically.- Return type:
- class ImageDataRegion
Bases:
ImageData
- __init__(x, y, width, height, image_data)
Initialise image data.
- Parameters:
width – Width of image data
height – Height of image data
fmt – A valid format string, such as ‘RGB’, ‘RGBA’, ‘ARGB’, etc.
data – A sequence of bytes containing the raw image data.
pitch – If specified, the number of bytes per row. Negative values indicate a top-to-bottom arrangement. Defaults to
width * len(format)
.
- get_bytes(fmt=None, pitch=None)
Get the byte data of the image
This method returns the raw byte data of the image, with optional conversion. To convert the data into another format, you can provide
fmt
andpitch
arguments. For example, if the image format isRGBA
, and you wish to get the byte data inRGB
format:rgb_pitch = my_image.width // len('RGB') rgb_img_bytes = my_image.get_bytes(fmt='RGB', pitch=rgb_pitch)
The image
pitch
may be negative, so be sure to check that when converting to another format. Switching the sign of thepitch
will cause the image to appear “upside-down”.- Parameters:
fmt – If provided, get the data in another format.
pitch – The number of bytes per row. This generally means the length of the format string * the number of pixels per row. Negative values indicate a top-to-bottom arrangement.
Note
Conversion to another format is done on the CPU, and can be somewhat costly for larger images. Consider performing conversion at load time for framerate sensitive applictions.
- get_region(x, y, width, height)
Retrieve a rectangular region of this image data.
- set_bytes(fmt, pitch, data)
Set the byte data of the image.
- Parameters:
fmt – The format string of the supplied data. For example: “RGB” or “RGBA”
pitch – The number of bytes per row. This generally means the length of the format string * the number of pixels per row. Negative values indicate a top-to-bottom arrangement.
data – Image data as bytes.
Other Classes
- class BufferManager
Manages the set of framebuffers for a context.
Use
get_buffer_manager()
to obtain the instance of this class for the current context.- __init__()
- get_buffer_mask() BufferImageMask
Get a free bitmask buffer.
A bitmask buffer is a buffer referencing a single bit in the stencil buffer. If no bits are free,
ImageException
is raised. Bits are released when the bitmask buffer is garbage collected.- Return type:
- get_color_buffer() ColorBufferImage
Get the color buffer.
- Return type:
- get_depth_buffer() DepthBufferImage
Get the depth buffer.
- Return type:
- class ImageGrid
Bases:
AbstractImage
,AbstractImageSequence
An imaginary grid placed over an image allowing easy access to regular regions of that image.
The grid can be accessed either as a complete image, or as a sequence of images. The most useful applications are to access the grid as a
TextureGrid
:image_grid = ImageGrid(...) texture_grid = image_grid.get_texture_sequence()
or as a
Texture3D
:image_grid = ImageGrid(...) texture_3d = Texture3D.create_for_image_grid(image_grid)
- __init__(
- image: AbstractImage,
- rows: int,
- columns: int,
- item_width: int | None = None,
- item_height: int | None = None,
- row_padding: int = 0,
- column_padding: int = 0,
Construct a grid for the given image.
You can specify parameters for the grid, for example setting the padding between cells. Grids are always aligned to the bottom-left corner of the image.
- Parameters:
image (
AbstractImage
) – Image over which to construct the grid.rows (
int
) – Number of rows in the grid.columns (
int
) – Number of columns in the grid.item_width (
int
|None
) – Width of each column. If unspecified, is calculated such that the entire image width is used.item_height (
int
|None
) – Height of each row. If unspecified, is calculated such that the entire image height is used.row_padding (
int
) – Pixels separating adjacent rows. The padding is only inserted between rows, not at the edges of the grid.column_padding (
int
) – Pixels separating adjacent columns. The padding is only inserted between columns, not at the edges of the grid.
- blit(x: int, y: int, z: int = 0) None
Draw this image to the active framebuffer.
The image will be drawn with the lower-left corner at (
x - anchor_x
,y - anchor_y
,z
). :rtype:None
Note
This is a relatively slow method, as a full OpenGL setup and draw call is required for each blit. For performance, consider creating a Sprite from the Image, and adding it to a Batch.
- blit_into(source, x: int, y: int, z: int) None
Draw the provided
source
data INTO this image.source
will be copied into this image such that its anchor point is aligned with thex
andy
parameters. If this image is a 3D Texture, thez
coordinate gives the image slice to copy into.Note that if
source
is larger than this image (or the positioning would cause the copy to go out of bounds), an exception may be raised. To prevent errors, you can use thesource.get_region(x, y, w, h)
method to get a smaller section that will fall within the bounds of this image.- Return type:
- blit_to_texture( )
Draw this image on the currently bound texture at
target
.This image is copied into the texture such that this image’s anchor point is aligned with the given
x
andy
coordinates of the destination texture. If the currently bound texture is a 3D texture, thez
coordinate gives the image slice to blit into.
- get_image_data() ImageData
Get an ImageData view of this image.
Changes to the returned instance may or may not be reflected in this image.
- Return type:
- get_mipmapped_texture() Texture
Retrieve a
Texture
instance with all mipmap levels filled in.- Return type:
- get_region( ) AbstractImage
Retrieve a rectangular region of this image.
- Return type:
- get_texture_sequence() TextureGrid
Get a TextureSequence.
- Return type:
TextureSequence
New in version 1.1.
Functions
- create(
- width: int,
- height: int,
- pattern: ImagePattern | None = None,
Create an image optionally filled with the given pattern.
- Parameters:
- width:
Width of image to create.
- height:
Height of image to create.
- pattern:
Optional pattern to fill image with. If unspecified, the image will initially be transparent.
- Return type:
Note
You can make no assumptions about the return type; usually it will be ImageData or CompressedImageData, but patterns are free to return any subclass of AbstractImage.
- get_buffer_manager() BufferManager
Get the buffer manager for the current OpenGL context.
- Return type:
- load( ) AbstractImage
Load an image from a file on disk, or from an open file-like object.
- Parameters:
filename (
str
) – Used to guess the image format, and to load the file iffile
is unspecified.file (
BinaryIO
|None
) – Optional file containing the image data in any supported format.decoder (
ImageDecoder
|None
) – If unspecified, all decoders that are registered for the filename extension are tried. If none succeed, the exception from the first decoder is raised.
- Return type:
Note
You can make no assumptions about the return type; usually it will be ImageData or CompressedImageData, but decoders are free to return any subclass of AbstractImage.
- load_animation( ) Animation
Load an animation from a file on disk, or from an open file-like object.
- Parameters:
filename (
str
) – Used to guess the animation format, and to load the file iffile
is unspecified.file (
BinaryIO
|None
) – Optional file containing the animation data in any supported format.decoder (
ImageDecoder
|None
) – If unspecified, all decoders that are registered for the filename extension are tried. If none succeed, the exception from the first decoder is raised.
- Return type: