blender/source/gameengine/VideoTexture/Texture.h
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

100 lines
2.3 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) 2006 The Zdeno Ash Miklas
*
* This source file is part of VideoTexture library
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file VideoTexture/Texture.h
* \ingroup bgevideotex
*/
#ifndef __TEXTURE_H__
#define __TEXTURE_H__
#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "DNA_image_types.h"
#include "BL_Texture.h"
#include "KX_BlenderMaterial.h"
#include "ImageBase.h"
#include "BlendType.h"
#include "Exception.h"
struct ImBuf;
// type Texture declaration
struct Texture
{
PyObject_HEAD
// texture is using blender material
bool m_useMatTexture;
// video texture bind code
unsigned int m_actTex;
// original texture bind code
unsigned int m_orgTex;
// original texture saved
bool m_orgSaved;
// kernel image buffer, to make sure the image is loaded before we swap the bindcode
struct ImBuf *m_imgBuf;
// texture image for game materials
Image * m_imgTexture;
// texture for blender materials
BL_Texture * m_matTexture;
// use mipmapping
bool m_mipmap;
// scaled image buffer
ImBuf * m_scaledImBuf;
// last refresh
double m_lastClock;
// image source
PyImage * m_source;
};
// Texture type description
extern PyTypeObject TextureType;
// load texture
void loadTexture(unsigned int texId, unsigned int *texture, short *size,
bool mipmap = false);
// get material
RAS_IPolyMaterial *getMaterial(PyObject *obj, short matID);
// get material ID
short getMaterialID(PyObject *obj, const char *name);
// Exceptions
extern ExceptionID MaterialNotAvail;
#endif