blender/source/gameengine/Ketsji/BL_Material.h
Brecht Van Lommel cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00

181 lines
3.1 KiB
C++

#ifndef __BL_MATERIAL_H__
#define __BL_MATERIAL_H__
#include "STR_String.h"
#include "MT_Point2.h"
// --
struct MTex;
struct Material;
struct Image;
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 eight, which should be enough
*/
#define MAXTEX 8 //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;
bool glslmat;
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;
MTFace* tface;
Image* img[MAXTEX];
EnvMap* cubemap[MAXTEX];
unsigned int rgb[4];
MT_Point2 uv[4];
MT_Point2 uv2[4];
STR_String uvName;
STR_String uv2Name;
void SetConversionRGB(unsigned int *rgb);
void GetConversionRGB(unsigned int *rgb);
void SetConversionUV(const STR_String& name, MT_Point2 *uv);
void GetConversionUV(MT_Point2 *uv);
void SetConversionUV2(const STR_String& name, 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
};
// BL_Material::ras_mode
enum BL_ras_mode
{
POLY_VIS=1,
COLLIDER=2,
ZSORT=4,
ALPHA=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