forked from bartvdbraak/blender
40f1c4f343
bge.logic.setRender(flag) to enable/disable render. The render pass is enabled by default but it can be disabled with bge.logic.setRender(False). Once disabled, the render pass is skipped and a new logic frame starts immediately. Note that VSync no longer limits the fps when render is off but the 'Use Frame Rate' option in the Render Properties still does. To run as many frames as possible, untick the option This function is useful when you don't need the default render, e.g. when doing offscreen render to an alternate device than the monitor. Note that without VSync, you must limit the frame rate by other means. fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER]) Use this method to create an offscreen buffer of given size, with given MSAA samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER) or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to retrieve the frame buffer on the host and the latter if you want to pass the render to another context (texture are proper OGL object, render buffers aren't) The object created by this function can only be used as a parameter of the bge.texture.ImageRender() constructor to send the the render to the FBO rather than to the frame buffer. This is best suited when you want to create a render of specific size, or if you need an image with an alpha channel. bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0) Without arg, the refresh method of the image objects is pretty much a no-op, it simply invalidates the image so that on next texture refresh, the image will be recalculated. It is now possible to pass an optional buffer object to transfer the image (and recalculate it if it was invalid) to an external object. The object must implement the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels depending on format argument (only those 2 formats are supported) and ts is an optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file). With this function you don't need anymore to link the image object to a Texture object to use: the image object is self-sufficient. bge.texture.ImageRender(scene, camera, fbo=None) Render to buffer is possible by passing a FBO object (see offScreenCreate). bge.texture.ImageRender.render() Allows asynchronous render: call this method to render the scene but without extracting the pixels yet. The function returns as soon as the render commands have been send to the GPU. The render will proceed asynchronously in the GPU while the host can perform other tasks. To complete the render, you can either call refresh() directly of refresh the texture to which this object is the source. Asynchronous render is useful to achieve optimal performance: call render() on frame N and refresh() on frame N+1 to give as much as time as possible to the GPU to render the frame while the game engine can perform other tasks. Support negative scale on camera. Camera scale was previously ignored in the BGE. It is now injected in the modelview matrix as a vertical or horizontal flip of the scene (respectively if scaleY<0 and scaleX<0). Note that the actual value of the scale is not used, only the sign. This allows to flip the image produced by ImageRender() without any performance degradation: the flip is integrated in the render itself. Optimized image transfer from ImageRender to buffer. Previously, images that were transferred to the host were always going through buffers in VideoTexture. It is now possible to transfer ImageRender images to external buffer without intermediate copy (i.e. directly from OGL to buffer) if the attributes of the ImageRender objects are set as follow: flip=False, alpha=True, scale=False, depth=False, zbuff=False. (if you need to flip the image, use camera negative scale)
534 lines
15 KiB
C++
534 lines
15 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright (c) 2007 The Zdeno Ash Miklas
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*
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* This source file is part of VideoTexture library
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*
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* Contributor(s):
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*
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* ***** END GPL LICENSE BLOCK *****
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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 "EXP_PyObjectPlus.h"
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#include <structmember.h>
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#include "KX_GameObject.h"
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#include "KX_Light.h"
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#include "RAS_MeshObject.h"
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#include "RAS_ILightObject.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 "BKE_image.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 "glew-mx.h"
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extern "C" {
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#include "IMB_imbuf.h"
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}
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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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static BlendType<KX_GameObject> gameObjectType ("KX_GameObject");
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static BlendType<KX_LightObject> lightObjectType ("KX_LightObject");
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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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int i;
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ImBuf *ibuf;
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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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ibuf = IMB_allocFromBuffer(texture, NULL, size[0], size[1]);
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IMB_makemipmap(ibuf, true);
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for (i = 0; i < ibuf->miptot; i++) {
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ImBuf *mip = IMB_getmipmap(ibuf, i);
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glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
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}
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IMB_freeImBuf(ibuf);
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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 pointer to a lamp
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static KX_LightObject *getLamp(PyObject *obj)
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{
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// if object is available
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if (obj == NULL) return NULL;
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// returns NULL if obj is not a KX_LightObject
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return lightObjectType.checkType(obj);
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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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// 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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}
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else {
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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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static 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_imgBuf = NULL;
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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_scaledImBuf = NULL;
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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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static 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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IMB_freeImBuf(self->m_scaledImBuf);
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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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static 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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KX_LightObject * lamp = getLamp(obj);
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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
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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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}
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else if (lamp != NULL)
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{
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self->m_imgTexture = lamp->GetLightData()->GetTextureImage(texID);
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self->m_useMatTexture = false;
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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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{
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self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D] = self->m_orgTex;
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BKE_image_release_ibuf(self->m_imgTexture, self->m_imgBuf, NULL);
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self->m_imgBuf = NULL;
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}
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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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static 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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// Swapping will work only if the GPU has already loaded the image.
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// If not, it will delete and overwrite our texture on next render.
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// To avoid that, we acquire the image buffer now.
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// WARNING: GPU has a ImageUser to pass, we don't. Using NULL
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// works on image file, not necessarily on other type of image.
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self->m_imgBuf = BKE_image_acquire_ibuf(self->m_imgTexture, NULL, NULL);
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self->m_orgTex = self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D];
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self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D] = 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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IMB_freeImBuf(self->m_scaledImBuf);
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self->m_scaledImBuf = IMB_allocFromBuffer(texture, NULL, orgSize[0], orgSize[1]);
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IMB_scaleImBuf(self->m_scaledImBuf, size[0], size[1]);
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// use scaled image instead original
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texture = self->m_scaledImBuf->rect;
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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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}
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// refresh texture source, if required
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if (refreshSource) {
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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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static 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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static 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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static 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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static 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);
|
|
// 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 */
|
|
};
|