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Diffstat (limited to 'source/gameengine/VideoTexture/Texture.h')
-rw-r--r-- | source/gameengine/VideoTexture/Texture.h | 99 |
1 files changed, 0 insertions, 99 deletions
diff --git a/source/gameengine/VideoTexture/Texture.h b/source/gameengine/VideoTexture/Texture.h deleted file mode 100644 index dc38b4181bb..00000000000 --- a/source/gameengine/VideoTexture/Texture.h +++ /dev/null @@ -1,99 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU 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 General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * Copyright (c) 2006 The Zdeno Ash Miklas - * - * This source file is part of VideoTexture library - * - * Contributor(s): - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file VideoTexture/Texture.h - * \ingroup bgevideotex - */ - -#ifndef __TEXTURE_H__ -#define __TEXTURE_H__ - -#include "EXP_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" - - -struct ImBuf; - -// 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; - - // kernel image buffer, to make sure the image is loaded before we swap the bindcode - struct ImBuf *m_imgBuf; - // texture image for game materials - Image * m_imgTexture; - // texture for blender materials - BL_Texture * m_matTexture; - - // use mipmapping - bool m_mipmap; - - // scaled image buffer - ImBuf * m_scaledImBuf; - // 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; - -#endif |