VideoTexture: Add support for GLSL. FIx small printout bug in Exception printout
authorBenoit Bolsee <benoit.bolsee@online.be>
Wed, 5 Nov 2008 13:22:10 +0000 (13:22 +0000)
committerBenoit Bolsee <benoit.bolsee@online.be>
Wed, 5 Nov 2008 13:22:10 +0000 (13:22 +0000)
source/gameengine/Ketsji/KX_BlenderMaterial.h
source/gameengine/VideoTexture/Exception.cpp
source/gameengine/VideoTexture/Texture.cpp
source/gameengine/VideoTexture/Texture.h

index b858fa3754cc92866d0738b814d110b6de0680c7..6e5db1b56c1b8947bf41f2562c814924da6e3342 100644 (file)
@@ -70,6 +70,9 @@ public:
        BL_Texture * getTex (unsigned int idx) { 
                return (idx < MAXTEX) ? mTextures + idx : NULL; 
        }
+       Image * getImage (unsigned int idx) { 
+               return (idx < MAXTEX && mMaterial) ? mMaterial->img[idx] : NULL; 
+       }
 
        // for ipos
        void UpdateIPO(
index 3ac8b8e321db78e638bde5b68921dc605ac849d4..3f939de6bc292bbf112321dfab05f9374843cb02 100644 (file)
@@ -168,15 +168,15 @@ void Exception::setXptDesc (void)
                }
                // add result code
                // length of result code
-               const size_t rsltSize = 10;
+               const size_t rsltSize = 11;
                // delimit description
                const char delimRslt[] = ": ";
                // set text of description
                char rsltTxt[rsltSize];
                std::ostrstream os(rsltTxt, rsltSize);
-               os << std::hex << m_hRslt << delimRslt;
+               os << std::hex << m_hRslt << delimRslt << '\0';
                // copy result to description
-               m_desc.insert(0, rsltTxt, rsltSize);
+               m_desc.insert(0, rsltTxt);
                // copy exception description to last exception string
                m_lastError = m_desc;
        }
index e922bbd768de061270005ba588b475768e924bcc..88a26e3c0884eb21b93f478e92d8750254d80b35 100644 (file)
@@ -54,9 +54,6 @@ http://www.gnu.org/copyleft/lesser.txt.
 { exp.report(); }
 
 
-// are Blender materials used
-bool blendMats = false;
-
 // Blender GameObject type
 BlendType<KX_GameObject> gameObjectType ("KX_GameObject");
 
@@ -198,15 +195,22 @@ int Texture_init (Texture *self, PyObject *args, PyObject *kwds)
                        if (mat != NULL)
                        {
                                // is it blender material or polygon material
-                               blendMats = (mat->GetFlag() & RAS_BLENDERMAT) != 0;
-                               if (blendMats)
+                               if (mat->GetFlag() & RAS_BLENDERGLSL) 
+                               {
+                                       self->m_imgTexture = static_cast<KX_BlenderMaterial*>(mat)->getImage(texID);
+                                       self->m_useMatTexture = false;
+                               } else if (mat->GetFlag() & RAS_BLENDERMAT)
+                               {
                                        // get blender material texture
                                        self->m_matTexture = static_cast<KX_BlenderMaterial*>(mat)->getTex(texID);
+                                       self->m_useMatTexture = true;
+                               }
                                else
                                {
                                        // get texture pointer from polygon material
                                        MTFace * tface = static_cast<KX_PolygonMaterial*>(mat)->GetMTFace();
                                        self->m_imgTexture = (Image*)tface->tpage;
+                                       self->m_useMatTexture = false;
                                }
                        }
                        // check if texture is available, if not, initialization failed
@@ -246,7 +250,7 @@ PyObject * Texture_close(Texture * self)
        {
                self->m_orgSaved = false;
                // restore original texture code
-               if (blendMats)
+               if (self->m_useMatTexture)
                        self->m_matTexture->swapTexture(self->m_orgTex);
                else
                        self->m_imgTexture->bindcode = self->m_orgTex;
@@ -292,7 +296,7 @@ PyObject * Texture_refresh (Texture * self, PyObject * args)
                                {
                                        self->m_orgSaved = true;
                                        // save original image code
-                                       if (blendMats)
+                                       if (self->m_useMatTexture)
                                                self->m_orgTex = self->m_matTexture->swapTexture(self->m_actTex);
                                        else
                                        {
index 569e34da121523b167c2c970cd9db9fc81ae8f99..3c371e51537c31bc8299f21a7a950ada996fdfa8 100644 (file)
@@ -39,9 +39,11 @@ 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
@@ -70,9 +72,6 @@ struct Texture
 // Texture type description
 extern PyTypeObject TextureType;
 
-// usage of Blender materials
-extern bool blendMats;
-
 // load texture
 void loadTexture (unsigned int texId, unsigned int * texture, short * size,
                                  bool mipmap = false);