blender/source/gameengine/Ketsji/BL_Material.h

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#ifndef __BL_MATERIAL_H__
#define __BL_MATERIAL_H__
#include "STR_String.h"
#include "MT_Point2.h"
// --
struct MTex;
struct Material;
struct Image;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
struct MTFace;
struct MTex;
struct Material;
struct EnvMap;
// --
/** max units
this will default to users available units
to build with more available, just increment this value
although the more you add the slower the search time will be.
we will go for three, which should be enough
*/
#define MAXTEX 3//match in RAS_TexVert & RAS_OpenGLRasterizer
// different mapping modes
class BL_Mapping
{
public:
int mapping;
float scale[3];
float offsets[3];
int projplane[3];
STR_String objconame;
STR_String uvCoName;
};
// base material struct
class BL_Material
{
private:
int num_users;
bool share;
public:
// -----------------------------------
BL_Material();
int IdMode;
unsigned int ras_mode;
STR_String texname[MAXTEX];
unsigned int flag[MAXTEX];
int tile,tilexrep[MAXTEX],tileyrep[MAXTEX];
STR_String matname;
STR_String mtexname[MAXTEX];
float matcolor[4];
float speccolor[3];
short transp, pad;
float hard, spec_f;
float alpha, emit, color_blend[MAXTEX], ref;
float amb;
int blend_mode[MAXTEX];
int mode;
int num_enabled;
int material_index;
BL_Mapping mapping[MAXTEX];
STR_String imageId[MAXTEX];
Material* material;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MTFace* tface;
Image* img[MAXTEX];
EnvMap* cubemap[MAXTEX];
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
unsigned int rgb[4];
MT_Point2 uv[4];
MT_Point2 uv2[4];
void SetConversionRGB(unsigned int *rgb);
void GetConversionRGB(unsigned int *rgb);
void SetConversionUV(MT_Point2 *uv);
void GetConversionUV(MT_Point2 *uv);
void SetConversionUV2(MT_Point2 *uv);
void GetConversionUV2(MT_Point2 *uv);
void SetSharedMaterial(bool v);
bool IsShared();
void SetUsers(int num);
};
// BL_Material::IdMode
enum BL_IdMode {
DEFAULT_BLENDER=-1,
TEXFACE,
ONETEX,
TWOTEX,
GREATERTHAN2
};
// BL_Material::blend_mode[index]
enum BL_BlendMode
{
BLEND_MIX=1,
BLEND_ADD,
BLEND_SUB,
BLEND_MUL,
BLEND_SCR
};
// -------------------------------------
// BL_Material::flag[index]
enum BL_flag
{
MIPMAP=1, // set to use mipmaps
CALCALPHA=2, // additive
USEALPHA=4, // use actual alpha channel
TEXALPHA=8, // use alpha combiner functions
TEXNEG=16, // negate blending
HASIPO=32,
USENEGALPHA=64,
ALPHA_TEST=128
};
// BL_Material::ras_mode
enum BL_ras_mode
{
POLY_VIS=1,
COLLIDER=2,
ZSORT=4,
TRANSP=8,
TRIANGLE=16,
USE_LIGHT=32,
WIRE=64
};
// -------------------------------------
// BL_Material::mapping[index]::mapping
enum BL_MappingFlag
{
USEENV =1,
// --
USEREFL =2,
USEOBJ =4,
USENORM =8,
USEORCO =16,
USEUV =32,
USETANG =64,
DISABLE =128,
USECUSTOMUV=256
};
// BL_Material::BL_Mapping::projplane
enum BL_MappingProj
{
PROJN=0,
PROJX,
PROJY,
PROJZ
};
// ------------------------------------
//extern void initBL_Material(BL_Material* mat);
extern MTex* getImageFromMaterial(Material *mat, int index);
extern int getNumTexChannels( Material *mat );
// ------------------------------------
#endif