forked from bartvdbraak/blender
ddfc518cae
"Just a simple check for non power of two support (GLEW_ARB_texture_non_power_of_two), to avoid what seems to be a very slow, and very unnecessary gluScaleImage call." This is the only part of the VideoTexture that does the POT calculation, so the check seems good. It would be interesting if some opengl guru would like to benchmark the use of this in other areas of Blender (e.g. 2D Filters, and all GLSL materials). Note that mipmap should also be supported automatically by this extension, so it's not something to worry about.
500 lines
14 KiB
C++
500 lines
14 KiB
C++
/*
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-----------------------------------------------------------------------------
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This source file is part of VideoTexture library
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Copyright (c) 2007 The Zdeno Ash Miklas
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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-----------------------------------------------------------------------------
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*/
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/** \file gameengine/VideoTexture/Texture.cpp
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* \ingroup bgevideotex
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*/
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// implementation
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#include <PyObjectPlus.h>
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#include <structmember.h>
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#include <KX_GameObject.h>
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#include <RAS_MeshObject.h>
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#include <DNA_mesh_types.h>
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#include <DNA_meshdata_types.h>
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#include <DNA_image_types.h>
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#include <IMB_imbuf_types.h>
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#include <KX_PolygonMaterial.h>
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#include <MEM_guardedalloc.h>
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#include <KX_BlenderMaterial.h>
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#include <BL_Texture.h>
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#include "KX_KetsjiEngine.h"
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#include "KX_PythonInit.h"
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#include "Texture.h"
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#include "ImageBase.h"
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#include "Exception.h"
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#include <memory.h>
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#include "GL/glew.h"
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// macro for exception handling and logging
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#define CATCH_EXCP catch (Exception & exp) \
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{ exp.report(); return NULL; }
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// Blender GameObject type
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BlendType<KX_GameObject> gameObjectType ("KX_GameObject");
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// load texture
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void loadTexture (unsigned int texId, unsigned int * texture, short * size,
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bool mipmap)
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{
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// load texture for rendering
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glBindTexture(GL_TEXTURE_2D, texId);
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if (mipmap)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, size[0], size[1], GL_RGBA, GL_UNSIGNED_BYTE, texture);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, size[0], size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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// get pointer to material
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RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID)
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{
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// if object is available
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if (obj != NULL)
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{
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// get pointer to texture image
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KX_GameObject * gameObj = gameObjectType.checkType(obj);
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if (gameObj != NULL && gameObj->GetMeshCount() > 0)
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{
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// get material from mesh
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RAS_MeshObject * mesh = gameObj->GetMesh(0);
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RAS_MeshMaterial *meshMat = mesh->GetMeshMaterial(matID);
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if (meshMat != NULL && meshMat->m_bucket != NULL)
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// return pointer to polygon or blender material
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return meshMat->m_bucket->GetPolyMaterial();
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}
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}
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// otherwise material was not found
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return NULL;
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}
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// get material ID
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short getMaterialID(PyObject * obj, const char *name)
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{
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// search for material
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for (short matID = 0;; ++matID)
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{
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// get material
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RAS_IPolyMaterial * mat = getMaterial(obj, matID);
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// if material is not available, report that no material was found
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if (mat == NULL)
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break;
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// name is a material name if it starts with MA and a UV texture name if it starts with IM
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if (name[0] == 'I' && name[1] == 'M')
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{
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// if texture name matches
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if (strcmp(mat->GetTextureName().ReadPtr(), name) == 0)
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return matID;
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} else
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{
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// if material name matches
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if (strcmp(mat->GetMaterialName().ReadPtr(), name) == 0)
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return matID;
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}
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}
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// material was not found
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return -1;
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}
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// Texture object allocation
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PyObject * Texture_new (PyTypeObject *type, PyObject *args, PyObject *kwds)
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{
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// allocate object
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Texture * self = reinterpret_cast<Texture*>(type->tp_alloc(type, 0));
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// initialize object structure
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self->m_actTex = 0;
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self->m_orgSaved = false;
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self->m_imgTexture = NULL;
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self->m_matTexture = NULL;
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self->m_mipmap = false;
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self->m_scaledImg = NULL;
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self->m_scaledImgSize = 0;
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self->m_source = NULL;
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self->m_lastClock = 0.0;
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// return allocated object
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return reinterpret_cast<PyObject*>(self);
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}
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// forward declaration
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PyObject * Texture_close(Texture * self);
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int Texture_setSource (Texture * self, PyObject * value, void * closure);
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// Texture object deallocation
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void Texture_dealloc (Texture * self)
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{
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// release renderer
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Py_XDECREF(self->m_source);
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// close texture
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PyObject* ret = Texture_close(self);
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Py_DECREF(ret);
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// release scaled image buffer
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delete [] self->m_scaledImg;
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// release object
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Py_TYPE((PyObject *)self)->tp_free((PyObject*)self);
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}
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ExceptionID MaterialNotAvail;
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ExpDesc MaterialNotAvailDesc (MaterialNotAvail, "Texture material is not available");
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// Texture object initialization
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int Texture_init (Texture *self, PyObject *args, PyObject *kwds)
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{
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// parameters - game object with video texture
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PyObject * obj = NULL;
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// material ID
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short matID = 0;
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// texture ID
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short texID = 0;
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// texture object with shared texture ID
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Texture * texObj = NULL;
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static const char *kwlist[] = {"gameObj", "materialID", "textureID", "textureObj", NULL};
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// get parameters
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|hhO!",
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const_cast<char**>(kwlist), &obj, &matID, &texID, &TextureType,
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&texObj))
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return -1;
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// if parameters are available
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if (obj != NULL)
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{
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// process polygon material or blender material
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try
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{
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// get pointer to texture image
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RAS_IPolyMaterial * mat = getMaterial(obj, matID);
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if (mat != NULL)
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{
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// is it blender material or polygon material
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if (mat->GetFlag() & RAS_BLENDERGLSL)
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{
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self->m_imgTexture = static_cast<KX_BlenderMaterial*>(mat)->getImage(texID);
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self->m_useMatTexture = false;
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} else if (mat->GetFlag() & RAS_BLENDERMAT)
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{
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// get blender material texture
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self->m_matTexture = static_cast<KX_BlenderMaterial*>(mat)->getTex(texID);
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self->m_useMatTexture = true;
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}
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else
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{
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// get texture pointer from polygon material
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MTFace * tface = static_cast<KX_PolygonMaterial*>(mat)->GetMTFace();
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self->m_imgTexture = (Image*)tface->tpage;
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self->m_useMatTexture = false;
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}
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}
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// check if texture is available, if not, initialization failed
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if (self->m_imgTexture == NULL && self->m_matTexture == NULL)
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// throw exception if initialization failed
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THRWEXCP(MaterialNotAvail, S_OK);
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// if texture object is provided
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if (texObj != NULL)
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{
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// copy texture code
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self->m_actTex = texObj->m_actTex;
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self->m_mipmap = texObj->m_mipmap;
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if (texObj->m_source != NULL)
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Texture_setSource(self, reinterpret_cast<PyObject*>(texObj->m_source), NULL);
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}
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else
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// otherwise generate texture code
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glGenTextures(1, (GLuint*)&self->m_actTex);
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}
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catch (Exception & exp)
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{
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exp.report();
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return -1;
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}
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}
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// initialization succeded
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return 0;
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}
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// close added texture
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PyObject * Texture_close(Texture * self)
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{
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// restore texture
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if (self->m_orgSaved)
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{
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self->m_orgSaved = false;
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// restore original texture code
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if (self->m_useMatTexture)
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self->m_matTexture->swapTexture(self->m_orgTex);
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else
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self->m_imgTexture->bindcode = self->m_orgTex;
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// drop actual texture
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if (self->m_actTex != 0)
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{
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glDeleteTextures(1, (GLuint *)&self->m_actTex);
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self->m_actTex = 0;
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}
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}
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Py_RETURN_NONE;
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}
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// refresh texture
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PyObject * Texture_refresh (Texture * self, PyObject * args)
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{
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// get parameter - refresh source
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PyObject * param;
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double ts = -1.0;
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if (!PyArg_ParseTuple(args, "O|d:refresh", ¶m, &ts) || !PyBool_Check(param))
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{
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// report error
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PyErr_SetString(PyExc_TypeError, "The value must be a bool");
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return NULL;
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}
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// some trick here: we are in the business of loading a texture,
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// no use to do it if we are still in the same rendering frame.
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// We find this out by looking at the engine current clock time
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KX_KetsjiEngine* engine = KX_GetActiveEngine();
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if (engine->GetClockTime() != self->m_lastClock)
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{
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self->m_lastClock = engine->GetClockTime();
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// set source refresh
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bool refreshSource = (param == Py_True);
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// try to proces texture from source
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try
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{
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// if source is available
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if (self->m_source != NULL)
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{
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// check texture code
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if (!self->m_orgSaved)
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{
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self->m_orgSaved = true;
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// save original image code
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if (self->m_useMatTexture)
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self->m_orgTex = self->m_matTexture->swapTexture(self->m_actTex);
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else
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{
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self->m_orgTex = self->m_imgTexture->bindcode;
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self->m_imgTexture->bindcode = self->m_actTex;
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}
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}
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// get texture
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unsigned int * texture = self->m_source->m_image->getImage(self->m_actTex, ts);
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// if texture is available
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if (texture != NULL)
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{
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// get texture size
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short * orgSize = self->m_source->m_image->getSize();
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// calc scaled sizes
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short size[2];
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if (GLEW_ARB_texture_non_power_of_two)
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{
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size[0] = orgSize[0];
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size[1] = orgSize[1];
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}
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else
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{
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size[0] = ImageBase::calcSize(orgSize[0]);
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size[1] = ImageBase::calcSize(orgSize[1]);
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}
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// scale texture if needed
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if (size[0] != orgSize[0] || size[1] != orgSize[1])
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{
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// if scaled image buffer is smaller than needed
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if (self->m_scaledImgSize < (unsigned int)(size[0] * size[1]))
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{
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// new size
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self->m_scaledImgSize = size[0] * size[1];
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// allocate scaling image
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delete [] self->m_scaledImg;
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self->m_scaledImg = new unsigned int[self->m_scaledImgSize];
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}
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// scale texture
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gluScaleImage(GL_RGBA, orgSize[0], orgSize[1], GL_UNSIGNED_BYTE, texture,
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size[0], size[1], GL_UNSIGNED_BYTE, self->m_scaledImg);
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// use scaled image instead original
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texture = self->m_scaledImg;
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}
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// load texture for rendering
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loadTexture (self->m_actTex, texture, size, self->m_mipmap);
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// refresh texture source, if required
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if (refreshSource) self->m_source->m_image->refresh();
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}
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}
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}
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CATCH_EXCP;
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}
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Py_RETURN_NONE;
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}
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// get OpenGL Bind Id
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PyObject * Texture_getBindId (Texture * self, void * closure)
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{
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unsigned int id = self->m_actTex;
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return Py_BuildValue("h", id);
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}
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// get mipmap value
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PyObject * Texture_getMipmap (Texture * self, void * closure)
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{
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// return true if flag is set, otherwise false
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if (self->m_mipmap) Py_RETURN_TRUE;
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else Py_RETURN_FALSE;
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}
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// set mipmap value
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int Texture_setMipmap (Texture * self, PyObject * value, void * closure)
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{
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// check parameter, report failure
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if (value == NULL || !PyBool_Check(value))
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{
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PyErr_SetString(PyExc_TypeError, "The value must be a bool");
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return -1;
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}
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// set mipmap
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self->m_mipmap = value == Py_True;
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// success
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return 0;
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}
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// get source object
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PyObject * Texture_getSource (Texture * self, PyObject * value, void * closure)
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{
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// if source exists
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if (self->m_source != NULL)
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{
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Py_INCREF(self->m_source);
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return reinterpret_cast<PyObject*>(self->m_source);
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}
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// otherwise return None
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Py_RETURN_NONE;
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}
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// set source object
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int Texture_setSource (Texture * self, PyObject * value, void * closure)
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{
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// check new value
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if (value == NULL || !pyImageTypes.in(Py_TYPE(value)))
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{
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// report value error
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PyErr_SetString(PyExc_TypeError, "Invalid type of value");
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return -1;
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}
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// increase ref count for new value
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Py_INCREF(value);
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// release previous
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Py_XDECREF(self->m_source);
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// set new value
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self->m_source = reinterpret_cast<PyImage*>(value);
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// return success
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return 0;
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}
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// class Texture methods
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static PyMethodDef textureMethods[] =
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{
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{ "close", (PyCFunction)Texture_close, METH_NOARGS, "Close dynamic texture and restore original"},
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{ "refresh", (PyCFunction)Texture_refresh, METH_VARARGS, "Refresh texture from source"},
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{NULL} /* Sentinel */
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};
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// class Texture attributes
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static PyGetSetDef textureGetSets[] =
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{
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{(char*)"source", (getter)Texture_getSource, (setter)Texture_setSource, (char*)"source of texture", NULL},
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{(char*)"mipmap", (getter)Texture_getMipmap, (setter)Texture_setMipmap, (char*)"mipmap texture", NULL},
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{(char*)"bindId", (getter)Texture_getBindId, NULL, (char*)"OpenGL Bind Name", NULL},
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{NULL}
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};
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// class Texture declaration
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PyTypeObject TextureType =
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{
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PyVarObject_HEAD_INIT(NULL, 0)
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"VideoTexture.Texture", /*tp_name*/
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sizeof(Texture), /*tp_basicsize*/
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0, /*tp_itemsize*/
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(destructor)Texture_dealloc,/*tp_dealloc*/
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0, /*tp_print*/
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0, /*tp_getattr*/
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0, /*tp_setattr*/
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0, /*tp_compare*/
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0, /*tp_repr*/
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0, /*tp_as_number*/
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0, /*tp_as_sequence*/
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0, /*tp_as_mapping*/
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0, /*tp_hash */
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0, /*tp_call*/
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0, /*tp_str*/
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0, /*tp_getattro*/
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0, /*tp_setattro*/
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&imageBufferProcs, /*tp_as_buffer*/
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Py_TPFLAGS_DEFAULT, /*tp_flags*/
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"Texture objects", /* tp_doc */
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0, /* tp_traverse */
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0, /* tp_clear */
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0, /* tp_richcompare */
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0, /* tp_weaklistoffset */
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0, /* tp_iter */
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0, /* tp_iternext */
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textureMethods, /* tp_methods */
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0, /* tp_members */
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textureGetSets, /* tp_getset */
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0, /* tp_base */
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0, /* tp_dict */
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0, /* tp_descr_get */
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0, /* tp_descr_set */
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0, /* tp_dictoffset */
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(initproc)Texture_init, /* tp_init */
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0, /* tp_alloc */
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Texture_new, /* tp_new */
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};
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