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Texture.cpp « VideoTexture « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * ***** 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) 2007 The Zdeno Ash Miklas
 *
 * This source file is part of VideoTexture library
 *
 * Contributor(s):
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file gameengine/VideoTexture/Texture.cpp
 *  \ingroup bgevideotex
 */

// implementation

#include "EXP_PyObjectPlus.h"
#include <structmember.h>

#include "KX_GameObject.h"
#include "KX_Light.h"
#include "RAS_MeshObject.h"
#include "RAS_ILightObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "IMB_imbuf_types.h"
#include "BKE_image.h"

#include "MEM_guardedalloc.h"

#include "KX_BlenderMaterial.h"
#include "BL_Texture.h"

#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h"
#include "Texture.h"
#include "ImageBase.h"
#include "Exception.h"

#include <memory.h>
#include "GPU_glew.h"

extern "C" {
	#include "IMB_imbuf.h"
}

// macro for exception handling and logging
#define CATCH_EXCP catch (Exception & exp) \
{ exp.report(); return NULL; }


// Blender GameObject type
static BlendType<KX_GameObject> gameObjectType ("KX_GameObject");
static BlendType<KX_LightObject> lightObjectType ("KX_LightObject");


// 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)
	{
		int i;
		ImBuf *ibuf;
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

		ibuf = IMB_allocFromBuffer(texture, NULL, size[0], size[1]);

		IMB_makemipmap(ibuf, true);

		for (i = 0; i < ibuf->miptot; i++) {
			ImBuf *mip = IMB_getmipmap(ibuf, i);

			glTexImage2D(GL_TEXTURE_2D, i,  GL_RGBA,  mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
		}
		IMB_freeImBuf(ibuf);
	} 
	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 pointer to a lamp
static KX_LightObject *getLamp(PyObject *obj)
{
	// if object is available
	if (obj == NULL) return NULL;

	// returns NULL if obj is not a KX_LightObject
	return lightObjectType.checkType(obj);
}


// get material ID
short getMaterialID(PyObject *obj, const 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
static PyObject *Texture_new(PyTypeObject *type, PyObject *args, PyObject *kwds)
{
	// allocate object
	Texture * self = reinterpret_cast<Texture*>(type->tp_alloc(type, 0));
	// initialize object structure
	self->m_actTex = 0;
	self->m_orgSaved = false;
	self->m_imgBuf = NULL;
	self->m_imgTexture = NULL;
	self->m_matTexture = NULL;
	self->m_mipmap = false;
	self->m_scaledImBuf = NULL;
	self->m_source = NULL;
	self->m_lastClock = 0.0;
	// return allocated object
	return reinterpret_cast<PyObject*>(self);
}


// forward declaration
PyObject *Texture_close(Texture *self);
int Texture_setSource(Texture *self, PyObject *value, void *closure);


// Texture object deallocation
static 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
	IMB_freeImBuf(self->m_scaledImBuf);
	// release object
	Py_TYPE((PyObject *)self)->tp_free((PyObject *)self);
}


ExceptionID MaterialNotAvail;
ExpDesc MaterialNotAvailDesc(MaterialNotAvail, "Texture material is not available");

// Texture object initialization
static 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<char**>(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);
			KX_LightObject * lamp = getLamp(obj);
			if (mat != NULL)
			{
				// is it blender material or polygon material
				if (mat->GetFlag() & RAS_BLENDERGLSL) 
				{
					self->m_imgTexture = static_cast<KX_BlenderMaterial*>(mat)->getImage(texID);
					self->m_useMatTexture = false;
				} else
				{
					// get blender material texture
					self->m_matTexture = static_cast<KX_BlenderMaterial*>(mat)->getTex(texID);
					self->m_useMatTexture = true;
				}
			}
			else if (lamp != NULL)
			{
				self->m_imgTexture = lamp->GetLightData()->GetTextureImage(texID);
				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<PyObject*>(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[TEXTARGET_TEXTURE_2D] = self->m_orgTex;
			BKE_image_release_ibuf(self->m_imgTexture, self->m_imgBuf, NULL);
			self->m_imgBuf = NULL;
		}
		// drop actual texture
		if (self->m_actTex != 0)
		{
			glDeleteTextures(1, (GLuint *)&self->m_actTex);
			self->m_actTex = 0;
		}
	}
	Py_RETURN_NONE;
}


// refresh texture
static PyObject *Texture_refresh(Texture *self, PyObject *args)
{
	// get parameter - refresh source
	PyObject *param;
	double ts = -1.0;

	if (!PyArg_ParseTuple(args, "O|d:refresh", &param, &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
					{
						// Swapping will work only if the GPU has already loaded the image.
						// If not, it will delete and overwrite our texture on next render.
						// To avoid that, we acquire the image buffer now.
						// WARNING: GPU has a ImageUser to pass, we don't. Using NULL
						// works on image file, not necessarily on other type of image.
						self->m_imgBuf = BKE_image_acquire_ibuf(self->m_imgTexture, NULL, NULL);
						self->m_orgTex = self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D];
						self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D] = 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[2];
					if (GLEW_ARB_texture_non_power_of_two)
					{
						size[0] = orgSize[0];
						size[1] = orgSize[1];
					}
					else
					{
						size[0] = ImageBase::calcSize(orgSize[0]);
						size[1] = ImageBase::calcSize(orgSize[1]);
					}
					// scale texture if needed
					if (size[0] != orgSize[0] || size[1] != orgSize[1])
					{
						IMB_freeImBuf(self->m_scaledImBuf);
						self->m_scaledImBuf = IMB_allocFromBuffer(texture, NULL, orgSize[0], orgSize[1]);
						IMB_scaleImBuf(self->m_scaledImBuf, size[0], size[1]);

						// use scaled image instead original
						texture = self->m_scaledImBuf->rect;
					}
					// 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
static PyObject *Texture_getBindId(Texture *self, void *closure)
{
	unsigned int id = self->m_actTex;
	return Py_BuildValue("h", id);
}

// get mipmap value
static 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
static 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
static 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<PyObject*>(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(Py_TYPE(value)))
	{
		// 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<PyImage*>(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 */
};