/* $Id: Texture.cpp 27617 2010-03-20 00:11:25Z dfelinto $ ----------------------------------------------------------------------------- This source file is part of VideoTexture library Copyright (c) 2007 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. ----------------------------------------------------------------------------- */ // implementation #include #include #include #include #include #include #include #include #include #include #include #include #include "KX_KetsjiEngine.h" #include "KX_PythonInit.h" #include "Texture.h" #include "ImageBase.h" #include "Exception.h" #include #include "GL/glew.h" // macro for exception handling and logging #define CATCH_EXCP catch (Exception & exp) \ { exp.report(); return NULL; } // Blender GameObject type BlendType gameObjectType ("KX_GameObject"); // load texture void loadTexture (unsigned int texId, unsigned int * texture, short * size, bool mipmap) { // load texture for rendering glBindTexture(GL_TEXTURE_2D, texId); if (mipmap) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, size[0], size[1], GL_RGBA, GL_UNSIGNED_BYTE, texture); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, size[0], size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, texture); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } // get pointer to material RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID) { // if object is available if (obj != NULL) { // get pointer to texture image KX_GameObject * gameObj = gameObjectType.checkType(obj); if (gameObj != NULL && gameObj->GetMeshCount() > 0) { // get material from mesh RAS_MeshObject * mesh = gameObj->GetMesh(0); RAS_MeshMaterial *meshMat = mesh->GetMeshMaterial(matID); if (meshMat != NULL && meshMat->m_bucket != NULL) // return pointer to polygon or blender material return meshMat->m_bucket->GetPolyMaterial(); } } // otherwise material was not found return NULL; } // get material ID short getMaterialID (PyObject * obj, char * name) { // search for material for (short matID = 0;; ++matID) { // get material RAS_IPolyMaterial * mat = getMaterial(obj, matID); // if material is not available, report that no material was found if (mat == NULL) break; // name is a material name if it starts with MA and a UV texture name if it starts with IM if (name[0] == 'I' && name[1] == 'M') { // if texture name matches if (strcmp(mat->GetTextureName().ReadPtr(), name) == 0) return matID; } else { // if material name matches if (strcmp(mat->GetMaterialName().ReadPtr(), name) == 0) return matID; } } // material was not found return -1; } // Texture object allocation PyObject * Texture_new (PyTypeObject *type, PyObject *args, PyObject *kwds) { // allocate object Texture * self = reinterpret_cast(type->tp_alloc(type, 0)); // initialize object structure self->m_actTex = 0; self->m_orgSaved = false; self->m_imgTexture = NULL; self->m_matTexture = NULL; self->m_mipmap = false; self->m_scaledImg = NULL; self->m_scaledImgSize = 0; self->m_source = NULL; self->m_lastClock = 0.0; // return allocated object return reinterpret_cast(self); } // forward declaration PyObject * Texture_close(Texture * self); int Texture_setSource (Texture * self, PyObject * value, void * closure); // Texture object deallocation void Texture_dealloc (Texture * self) { // release renderer Py_XDECREF(self->m_source); // close texture PyObject* ret = Texture_close(self); Py_DECREF(ret); // release scaled image buffer delete [] self->m_scaledImg; // release object ((PyObject *)self)->ob_type->tp_free((PyObject*)self); } ExceptionID MaterialNotAvail; ExpDesc MaterialNotAvailDesc (MaterialNotAvail, "Texture material is not available"); // Texture object initialization int Texture_init (Texture *self, PyObject *args, PyObject *kwds) { // parameters - game object with video texture PyObject * obj = NULL; // material ID short matID = 0; // texture ID short texID = 0; // texture object with shared texture ID Texture * texObj = NULL; static const char *kwlist[] = {"gameObj", "materialID", "textureID", "textureObj", NULL}; // get parameters if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|hhO!", const_cast(kwlist), &obj, &matID, &texID, &TextureType, &texObj)) return -1; // if parameters are available if (obj != NULL) { // process polygon material or blender material try { // get pointer to texture image RAS_IPolyMaterial * mat = getMaterial(obj, matID); if (mat != NULL) { // is it blender material or polygon material if (mat->GetFlag() & RAS_BLENDERGLSL) { self->m_imgTexture = static_cast(mat)->getImage(texID); self->m_useMatTexture = false; } else if (mat->GetFlag() & RAS_BLENDERMAT) { // get blender material texture self->m_matTexture = static_cast(mat)->getTex(texID); self->m_useMatTexture = true; } else { // get texture pointer from polygon material MTFace * tface = static_cast(mat)->GetMTFace(); self->m_imgTexture = (Image*)tface->tpage; self->m_useMatTexture = false; } } // check if texture is available, if not, initialization failed if (self->m_imgTexture == NULL && self->m_matTexture == NULL) // throw exception if initialization failed THRWEXCP(MaterialNotAvail, S_OK); // if texture object is provided if (texObj != NULL) { // copy texture code self->m_actTex = texObj->m_actTex; self->m_mipmap = texObj->m_mipmap; if (texObj->m_source != NULL) Texture_setSource(self, reinterpret_cast(texObj->m_source), NULL); } else // otherwise generate texture code glGenTextures(1, (GLuint*)&self->m_actTex); } catch (Exception & exp) { exp.report(); return -1; } } // initialization succeded return 0; } // close added texture PyObject * Texture_close(Texture * self) { // restore texture if (self->m_orgSaved) { self->m_orgSaved = false; // restore original texture code if (self->m_useMatTexture) self->m_matTexture->swapTexture(self->m_orgTex); else self->m_imgTexture->bindcode = self->m_orgTex; // drop actual texture if (self->m_actTex != 0) { glDeleteTextures(1, (GLuint *)&self->m_actTex); self->m_actTex = 0; } } Py_RETURN_NONE; } // refresh texture PyObject * Texture_refresh (Texture * self, PyObject * args) { // get parameter - refresh source PyObject * param; double ts = -1.0; if (!PyArg_ParseTuple(args, "O|d:refresh", ¶m, &ts) || !PyBool_Check(param)) { // report error PyErr_SetString(PyExc_TypeError, "The value must be a bool"); return NULL; } // some trick here: we are in the business of loading a texture, // no use to do it if we are still in the same rendering frame. // We find this out by looking at the engine current clock time KX_KetsjiEngine* engine = KX_GetActiveEngine(); if (engine->GetClockTime() != self->m_lastClock) { self->m_lastClock = engine->GetClockTime(); // set source refresh bool refreshSource = (param == Py_True); // try to proces texture from source try { // if source is available if (self->m_source != NULL) { // check texture code if (!self->m_orgSaved) { self->m_orgSaved = true; // save original image code if (self->m_useMatTexture) self->m_orgTex = self->m_matTexture->swapTexture(self->m_actTex); else { self->m_orgTex = self->m_imgTexture->bindcode; self->m_imgTexture->bindcode = self->m_actTex; } } // get texture unsigned int * texture = self->m_source->m_image->getImage(self->m_actTex, ts); // if texture is available if (texture != NULL) { // get texture size short * orgSize = self->m_source->m_image->getSize(); // calc scaled sizes short size[] = {ImageBase::calcSize(orgSize[0]), ImageBase::calcSize(orgSize[1])}; // scale texture if needed if (size[0] != orgSize[0] || size[1] != orgSize[1]) { // if scaled image buffer is smaller than needed if (self->m_scaledImgSize < (unsigned int)(size[0] * size[1])) { // new size self->m_scaledImgSize = size[0] * size[1]; // allocate scaling image delete [] self->m_scaledImg; self->m_scaledImg = new unsigned int[self->m_scaledImgSize]; } // scale texture gluScaleImage(GL_RGBA, orgSize[0], orgSize[1], GL_UNSIGNED_BYTE, texture, size[0], size[1], GL_UNSIGNED_BYTE, self->m_scaledImg); // use scaled image instead original texture = self->m_scaledImg; } // load texture for rendering loadTexture (self->m_actTex, texture, size, self->m_mipmap); // refresh texture source, if required if (refreshSource) self->m_source->m_image->refresh(); } } } CATCH_EXCP; } Py_RETURN_NONE; } // get OpenGL Bind Id PyObject * Texture_getBindId (Texture * self, void * closure) { unsigned int id = self->m_actTex; return Py_BuildValue("h", id); } // get mipmap value PyObject * Texture_getMipmap (Texture * self, void * closure) { // return true if flag is set, otherwise false if (self->m_mipmap) Py_RETURN_TRUE; else Py_RETURN_FALSE; } // set mipmap value int Texture_setMipmap (Texture * self, PyObject * value, void * closure) { // check parameter, report failure if (value == NULL || !PyBool_Check(value)) { PyErr_SetString(PyExc_TypeError, "The value must be a bool"); return -1; } // set mipmap self->m_mipmap = value == Py_True; // success return 0; } // get source object PyObject * Texture_getSource (Texture * self, PyObject * value, void * closure) { // if source exists if (self->m_source != NULL) { Py_INCREF(self->m_source); return reinterpret_cast(self->m_source); } // otherwise return None Py_RETURN_NONE; } // set source object int Texture_setSource (Texture * self, PyObject * value, void * closure) { // check new value if (value == NULL || !pyImageTypes.in(value->ob_type)) { // report value error PyErr_SetString(PyExc_TypeError, "Invalid type of value"); return -1; } // increase ref count for new value Py_INCREF(value); // release previous Py_XDECREF(self->m_source); // set new value self->m_source = reinterpret_cast(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 */ };