forked from bartvdbraak/blender
97 lines
2.4 KiB
C
97 lines
2.4 KiB
C
/*
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-----------------------------------------------------------------------------
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This source file is part of VideoTexture library
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Copyright (c) 2006 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 VideoTexture/Texture.h
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* \ingroup bgevideotex
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*/
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#ifndef __TEXTURE_H__
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#define __TEXTURE_H__
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#include "PyObjectPlus.h"
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#include <structmember.h>
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#include "DNA_image_types.h"
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#include "BL_Texture.h"
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#include "KX_BlenderMaterial.h"
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#include "ImageBase.h"
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#include "BlendType.h"
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#include "Exception.h"
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// type Texture declaration
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struct Texture
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{
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PyObject_HEAD
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// texture is using blender material
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bool m_useMatTexture;
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// video texture bind code
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unsigned int m_actTex;
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// original texture bind code
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unsigned int m_orgTex;
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// original texture saved
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bool m_orgSaved;
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// texture image for game materials
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Image * m_imgTexture;
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// texture for blender materials
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BL_Texture * m_matTexture;
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// use mipmapping
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bool m_mipmap;
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// scaled image buffer
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unsigned int * m_scaledImg;
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// scaled image buffer size
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unsigned int m_scaledImgSize;
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// last refresh
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double m_lastClock;
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// image source
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PyImage * m_source;
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};
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// Texture type description
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extern PyTypeObject TextureType;
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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 = false);
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// get material
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RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID);
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// get material ID
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short getMaterialID (PyObject * obj, const char *name);
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// Exceptions
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extern ExceptionID MaterialNotAvail;
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// object type
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extern BlendType<KX_GameObject> gameObjectType;
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#endif
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