blender/source/gameengine/VideoTexture/Texture.cpp
Jorge Bernal 6ffc988ae3 BGE Clean-up: New EXP prefix for the BGE Expression module
The expression module now uses an EXP prefix and it follows a
distribution similar to blender.

Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.

Reviewers: campbellbarton, moguri, sybren, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1221
2015-07-12 16:58:12 +02:00

533 lines
15 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright (c) 2007 The Zdeno Ash Miklas
*
* This source file is part of VideoTexture library
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/VideoTexture/Texture.cpp
* \ingroup bgevideotex
*/
// implementation
#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "KX_GameObject.h"
#include "KX_Light.h"
#include "RAS_MeshObject.h"
#include "RAS_ILightObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "IMB_imbuf_types.h"
#include "BKE_image.h"
#include "MEM_guardedalloc.h"
#include "KX_BlenderMaterial.h"
#include "BL_Texture.h"
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h"
#include "Texture.h"
#include "ImageBase.h"
#include "Exception.h"
#include <memory.h>
#include "glew-mx.h"
extern "C" {
#include "IMB_imbuf.h"
}
// macro for exception handling and logging
#define CATCH_EXCP catch (Exception & exp) \
{ exp.report(); return NULL; }
// Blender GameObject type
static BlendType<KX_GameObject> gameObjectType ("KX_GameObject");
static BlendType<KX_LightObject> lightObjectType ("KX_LightObject");
// load texture
void loadTexture(unsigned int texId, unsigned int *texture, short *size,
bool mipmap)
{
// load texture for rendering
glBindTexture(GL_TEXTURE_2D, texId);
if (mipmap)
{
int i;
ImBuf *ibuf;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ibuf = IMB_allocFromBuffer(texture, NULL, size[0], size[1]);
IMB_makemipmap(ibuf, true);
for (i = 0; i < ibuf->miptot; i++) {
ImBuf *mip = IMB_getmipmap(ibuf, i);
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
}
IMB_freeImBuf(ibuf);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, size[0], size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
// get pointer to material
RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID)
{
// if object is available
if (obj != NULL)
{
// get pointer to texture image
KX_GameObject * gameObj = gameObjectType.checkType(obj);
if (gameObj != NULL && gameObj->GetMeshCount() > 0)
{
// get material from mesh
RAS_MeshObject * mesh = gameObj->GetMesh(0);
RAS_MeshMaterial *meshMat = mesh->GetMeshMaterial(matID);
if (meshMat != NULL && meshMat->m_bucket != NULL)
// return pointer to polygon or blender material
return meshMat->m_bucket->GetPolyMaterial();
}
}
// otherwise material was not found
return NULL;
}
// get pointer to a lamp
static KX_LightObject *getLamp(PyObject *obj)
{
// if object is available
if (obj == NULL) return NULL;
// returns NULL if obj is not a KX_LightObject
return lightObjectType.checkType(obj);
}
// get material ID
short getMaterialID(PyObject *obj, const char *name)
{
// search for material
for (short matID = 0;; ++matID)
{
// get material
RAS_IPolyMaterial * mat = getMaterial(obj, matID);
// if material is not available, report that no material was found
if (mat == NULL)
break;
// name is a material name if it starts with MA and a UV texture name if it starts with IM
if (name[0] == 'I' && name[1] == 'M') {
// if texture name matches
if (strcmp(mat->GetTextureName().ReadPtr(), name) == 0)
return matID;
}
else {
// if material name matches
if (strcmp(mat->GetMaterialName().ReadPtr(), name) == 0)
return matID;
}
}
// material was not found
return -1;
}
// Texture object allocation
static PyObject *Texture_new(PyTypeObject *type, PyObject *args, PyObject *kwds)
{
// allocate object
Texture * self = reinterpret_cast<Texture*>(type->tp_alloc(type, 0));
// initialize object structure
self->m_actTex = 0;
self->m_orgSaved = false;
self->m_imgBuf = NULL;
self->m_imgTexture = NULL;
self->m_matTexture = NULL;
self->m_mipmap = false;
self->m_scaledImBuf = NULL;
self->m_source = NULL;
self->m_lastClock = 0.0;
// return allocated object
return reinterpret_cast<PyObject*>(self);
}
// forward declaration
PyObject *Texture_close(Texture *self);
int Texture_setSource(Texture *self, PyObject *value, void *closure);
// Texture object deallocation
static void Texture_dealloc(Texture *self)
{
// release renderer
Py_XDECREF(self->m_source);
// close texture
PyObject *ret = Texture_close(self);
Py_DECREF(ret);
// release scaled image buffer
IMB_freeImBuf(self->m_scaledImBuf);
// release object
Py_TYPE((PyObject *)self)->tp_free((PyObject *)self);
}
ExceptionID MaterialNotAvail;
ExpDesc MaterialNotAvailDesc(MaterialNotAvail, "Texture material is not available");
// Texture object initialization
static int Texture_init(Texture *self, PyObject *args, PyObject *kwds)
{
// parameters - game object with video texture
PyObject *obj = NULL;
// material ID
short matID = 0;
// texture ID
short texID = 0;
// texture object with shared texture ID
Texture * texObj = NULL;
static const char *kwlist[] = {"gameObj", "materialID", "textureID", "textureObj", NULL};
// get parameters
if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|hhO!",
const_cast<char**>(kwlist), &obj, &matID, &texID, &TextureType,
&texObj))
return -1;
// if parameters are available
if (obj != NULL)
{
// process polygon material or blender material
try
{
// get pointer to texture image
RAS_IPolyMaterial * mat = getMaterial(obj, matID);
KX_LightObject * lamp = getLamp(obj);
if (mat != NULL)
{
// is it blender material or polygon material
if (mat->GetFlag() & RAS_BLENDERGLSL)
{
self->m_imgTexture = static_cast<KX_BlenderMaterial*>(mat)->getImage(texID);
self->m_useMatTexture = false;
} else
{
// get blender material texture
self->m_matTexture = static_cast<KX_BlenderMaterial*>(mat)->getTex(texID);
self->m_useMatTexture = true;
}
}
else if (lamp != NULL)
{
self->m_imgTexture = lamp->GetLightData()->GetTextureImage(texID);
self->m_useMatTexture = false;
}
// check if texture is available, if not, initialization failed
if (self->m_imgTexture == NULL && self->m_matTexture == NULL)
// throw exception if initialization failed
THRWEXCP(MaterialNotAvail, S_OK);
// if texture object is provided
if (texObj != NULL)
{
// copy texture code
self->m_actTex = texObj->m_actTex;
self->m_mipmap = texObj->m_mipmap;
if (texObj->m_source != NULL)
Texture_setSource(self, reinterpret_cast<PyObject*>(texObj->m_source), NULL);
}
else
// otherwise generate texture code
glGenTextures(1, (GLuint*)&self->m_actTex);
}
catch (Exception & exp)
{
exp.report();
return -1;
}
}
// initialization succeded
return 0;
}
// close added texture
PyObject *Texture_close(Texture * self)
{
// restore texture
if (self->m_orgSaved)
{
self->m_orgSaved = false;
// restore original texture code
if (self->m_useMatTexture)
self->m_matTexture->swapTexture(self->m_orgTex);
else
{
self->m_imgTexture->bindcode = self->m_orgTex;
BKE_image_release_ibuf(self->m_imgTexture, self->m_imgBuf, NULL);
self->m_imgBuf = NULL;
}
// drop actual texture
if (self->m_actTex != 0)
{
glDeleteTextures(1, (GLuint *)&self->m_actTex);
self->m_actTex = 0;
}
}
Py_RETURN_NONE;
}
// refresh texture
static PyObject *Texture_refresh(Texture *self, PyObject *args)
{
// get parameter - refresh source
PyObject *param;
double ts = -1.0;
if (!PyArg_ParseTuple(args, "O|d:refresh", &param, &ts) || !PyBool_Check(param))
{
// report error
PyErr_SetString(PyExc_TypeError, "The value must be a bool");
return NULL;
}
// some trick here: we are in the business of loading a texture,
// no use to do it if we are still in the same rendering frame.
// We find this out by looking at the engine current clock time
KX_KetsjiEngine* engine = KX_GetActiveEngine();
if (engine->GetClockTime() != self->m_lastClock)
{
self->m_lastClock = engine->GetClockTime();
// set source refresh
bool refreshSource = (param == Py_True);
// try to proces texture from source
try
{
// if source is available
if (self->m_source != NULL)
{
// check texture code
if (!self->m_orgSaved)
{
self->m_orgSaved = true;
// save original image code
if (self->m_useMatTexture)
self->m_orgTex = self->m_matTexture->swapTexture(self->m_actTex);
else
{
// Swapping will work only if the GPU has already loaded the image.
// If not, it will delete and overwrite our texture on next render.
// To avoid that, we acquire the image buffer now.
// WARNING: GPU has a ImageUser to pass, we don't. Using NULL
// works on image file, not necessarily on other type of image.
self->m_imgBuf = BKE_image_acquire_ibuf(self->m_imgTexture, NULL, NULL);
self->m_orgTex = self->m_imgTexture->bindcode;
self->m_imgTexture->bindcode = self->m_actTex;
}
}
// get texture
unsigned int * texture = self->m_source->m_image->getImage(self->m_actTex, ts);
// if texture is available
if (texture != NULL)
{
// get texture size
short * orgSize = self->m_source->m_image->getSize();
// calc scaled sizes
short size[2];
if (GLEW_ARB_texture_non_power_of_two)
{
size[0] = orgSize[0];
size[1] = orgSize[1];
}
else
{
size[0] = ImageBase::calcSize(orgSize[0]);
size[1] = ImageBase::calcSize(orgSize[1]);
}
// scale texture if needed
if (size[0] != orgSize[0] || size[1] != orgSize[1])
{
IMB_freeImBuf(self->m_scaledImBuf);
self->m_scaledImBuf = IMB_allocFromBuffer(texture, NULL, orgSize[0], orgSize[1]);
IMB_scaleImBuf(self->m_scaledImBuf, size[0], size[1]);
// use scaled image instead original
texture = self->m_scaledImBuf->rect;
}
// load texture for rendering
loadTexture(self->m_actTex, texture, size, self->m_mipmap);
// refresh texture source, if required
if (refreshSource) self->m_source->m_image->refresh();
}
}
}
CATCH_EXCP;
}
Py_RETURN_NONE;
}
// get OpenGL Bind Id
static PyObject *Texture_getBindId(Texture *self, void *closure)
{
unsigned int id = self->m_actTex;
return Py_BuildValue("h", id);
}
// get mipmap value
static PyObject *Texture_getMipmap(Texture *self, void *closure)
{
// return true if flag is set, otherwise false
if (self->m_mipmap) Py_RETURN_TRUE;
else Py_RETURN_FALSE;
}
// set mipmap value
static int Texture_setMipmap(Texture *self, PyObject *value, void *closure)
{
// check parameter, report failure
if (value == NULL || !PyBool_Check(value))
{
PyErr_SetString(PyExc_TypeError, "The value must be a bool");
return -1;
}
// set mipmap
self->m_mipmap = value == Py_True;
// success
return 0;
}
// get source object
static PyObject *Texture_getSource(Texture *self, PyObject *value, void *closure)
{
// if source exists
if (self->m_source != NULL)
{
Py_INCREF(self->m_source);
return reinterpret_cast<PyObject*>(self->m_source);
}
// otherwise return None
Py_RETURN_NONE;
}
// set source object
int Texture_setSource(Texture *self, PyObject *value, void *closure)
{
// check new value
if (value == NULL || !pyImageTypes.in(Py_TYPE(value)))
{
// report value error
PyErr_SetString(PyExc_TypeError, "Invalid type of value");
return -1;
}
// increase ref count for new value
Py_INCREF(value);
// release previous
Py_XDECREF(self->m_source);
// set new value
self->m_source = reinterpret_cast<PyImage*>(value);
// return success
return 0;
}
// class Texture methods
static PyMethodDef textureMethods[] =
{
{ "close", (PyCFunction)Texture_close, METH_NOARGS, "Close dynamic texture and restore original"},
{ "refresh", (PyCFunction)Texture_refresh, METH_VARARGS, "Refresh texture from source"},
{NULL} /* Sentinel */
};
// class Texture attributes
static PyGetSetDef textureGetSets[] =
{
{(char*)"source", (getter)Texture_getSource, (setter)Texture_setSource, (char*)"source of texture", NULL},
{(char*)"mipmap", (getter)Texture_getMipmap, (setter)Texture_setMipmap, (char*)"mipmap texture", NULL},
{(char*)"bindId", (getter)Texture_getBindId, NULL, (char*)"OpenGL Bind Name", NULL},
{NULL}
};
// class Texture declaration
PyTypeObject TextureType =
{
PyVarObject_HEAD_INIT(NULL, 0)
"VideoTexture.Texture", /*tp_name*/
sizeof(Texture), /*tp_basicsize*/
0, /*tp_itemsize*/
(destructor)Texture_dealloc,/*tp_dealloc*/
0, /*tp_print*/
0, /*tp_getattr*/
0, /*tp_setattr*/
0, /*tp_compare*/
0, /*tp_repr*/
0, /*tp_as_number*/
0, /*tp_as_sequence*/
0, /*tp_as_mapping*/
0, /*tp_hash */
0, /*tp_call*/
0, /*tp_str*/
0, /*tp_getattro*/
0, /*tp_setattro*/
&imageBufferProcs, /*tp_as_buffer*/
Py_TPFLAGS_DEFAULT, /*tp_flags*/
"Texture objects", /* tp_doc */
0, /* tp_traverse */
0, /* tp_clear */
0, /* tp_richcompare */
0, /* tp_weaklistoffset */
0, /* tp_iter */
0, /* tp_iternext */
textureMethods, /* tp_methods */
0, /* tp_members */
textureGetSets, /* tp_getset */
0, /* tp_base */
0, /* tp_dict */
0, /* tp_descr_get */
0, /* tp_descr_set */
0, /* tp_dictoffset */
(initproc)Texture_init, /* tp_init */
0, /* tp_alloc */
Texture_new, /* tp_new */
};