blender/source/gameengine/VideoTexture/Texture.h

97 lines
2.4 KiB
C

/*
-----------------------------------------------------------------------------
This source file is part of VideoTexture library
Copyright (c) 2006 The Zdeno Ash Miklas
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
/** \file VideoTexture/Texture.h
* \ingroup bgevideotex
*/
#ifndef __TEXTURE_H__
#define __TEXTURE_H__
#include "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"
// 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;
// texture image for game materials
Image * m_imgTexture;
// texture for blender materials
BL_Texture * m_matTexture;
// use mipmapping
bool m_mipmap;
// scaled image buffer
unsigned int * m_scaledImg;
// scaled image buffer size
unsigned int m_scaledImgSize;
// 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;
// object type
extern BlendType<KX_GameObject> gameObjectType;
#endif