forked from bartvdbraak/blender
101 lines
2.3 KiB
C
101 lines
2.3 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) 2006 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 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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