blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h

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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_IPOLYGONMATERIAL
#define __RAS_IPOLYGONMATERIAL
#include "STR_HashedString.h"
/**
* Polygon Material on which the material buckets are sorted
*
*/
#include "MT_Vector3.h"
#include "STR_HashedString.h"
class RAS_IRasterizer;
/**
* Material properties.
*/
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class RAS_IPolyMaterial
{
//todo: remove these variables from this interface/protocol class
protected:
STR_HashedString m_texturename;
STR_HashedString m_materialname; //also needed for touchsensor
int m_tile;
int m_tilexrep,m_tileyrep;
int m_drawingmode; // tface->mode
bool m_transparant;
bool m_zsort;
int m_lightlayer;
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bool m_bIsTriangle;
public:
MT_Vector3 m_diffuse;
float m_shininess;
MT_Vector3 m_specular;
float m_specularity;
/** Used to store caching information for materials. */
typedef void* TCachingInfo;
// care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc.
enum MaterialFlags
{
BILLBOARD_SCREENALIGNED = 256,
BILLBOARD_AXISALIGNED = 4096,
SHADOW =8192
};
RAS_IPolyMaterial(const STR_String& texname,
bool ba,
const STR_String& matname,
int tile,
int tilexrep,
int tileyrep,
int mode,
bool transparant,
bool zsort,
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int lightlayer,
bool bIsTriangle,
void* clientobject);
virtual ~RAS_IPolyMaterial() {};
/**
* Returns the caching information for this material,
* This can be used to speed up the rasterizing process.
* @return The caching information.
*/
virtual TCachingInfo GetCachingInfo(void) const { return 0; }
/**
* Activates the material in the rasterizer.
* On entry, the cachingInfo contains info about the last activated material.
* On exit, the cachingInfo should contain updated info about this material.
* @param rasty The rasterizer in which the material should be active.
* @param cachingInfo The information about the material used to speed up rasterizing.
*/
virtual void Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const {}
bool Equals(const RAS_IPolyMaterial& lhs) const;
bool Less(const RAS_IPolyMaterial& rhs) const;
int GetLightLayer() const;
bool IsTransparant() const;
bool IsZSort() const;
bool UsesTriangles() const;
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unsigned int hash() const;
int GetDrawingMode() const;
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const STR_String& GetMaterialName() const;
const STR_String& GetTextureName() const;
};
inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs)
{
return ( rhs.Equals(lhs));
}
inline bool operator < ( const RAS_IPolyMaterial & lhs, const RAS_IPolyMaterial & rhs)
{
return lhs.Less(rhs);
}
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#endif //__RAS_IPOLYGONMATERIAL