/* $Id$ ----------------------------------------------------------------------------- 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 Texture.h * \ingroup bgevideotex */ #if !defined TEXTURE_H #define TEXTURE_H #include #include #include #include #include #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, char * name); // Exceptions extern ExceptionID MaterialNotAvail; // object type extern BlendType gameObjectType; #endif