blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
2012-03-08 03:05:57 +00:00

209 lines
5.6 KiB
C++

/*
* ***** 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.
*
* 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 LICENSE BLOCK *****
*/
/** \file RAS_IPolygonMaterial.h
* \ingroup bgerast
*/
#ifndef __RAS_IPOLYGONMATERIAL_H__
#define __RAS_IPOLYGONMATERIAL_H__
#include "STR_HashedString.h"
#include "MT_Vector3.h"
#include "STR_HashedString.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class RAS_IRasterizer;
struct MTFace;
struct Material;
struct Image;
struct Scene;
class SCA_IScene;
struct GameSettings;
enum MaterialProps
{
RAS_ZSORT =1,
RAS_TRANSPARENT =2,
RAS_TRIANGLE =4,
RAS_MULTITEX =8,
RAS_MULTILIGHT =16,
RAS_BLENDERMAT =32,
RAS_GLSHADER =64,
RAS_AUTOGEN =128,
RAS_NORMAL =256,
RAS_DEFMULTI =512,
RAS_BLENDERGLSL =1024,
RAS_CASTSHADOW =2048
};
/**
* Polygon Material on which the material buckets are sorted
*
*/
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;
int m_alphablend;
bool m_alpha;
bool m_zsort;
bool m_light;
int m_materialindex;
unsigned int m_polymatid;
static unsigned int m_newpolymatid;
// will move...
unsigned int m_flag;//MaterialProps
int m_multimode; // sum of values
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 = 512, /* GEMAT_HALO */
BILLBOARD_AXISALIGNED = 1024, /* GEMAT_BILLBOARD */
SHADOW =2048 /* GEMAT_SHADOW */
};
RAS_IPolyMaterial();
RAS_IPolyMaterial(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int transp,
bool alpha,
bool zsort);
void Initialize(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int transp,
bool alpha,
bool zsort,
bool light,
bool image,
struct GameSettings* game);
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 bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
{
return false;
}
virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
virtual bool Equals(const RAS_IPolyMaterial& lhs) const;
bool Less(const RAS_IPolyMaterial& rhs) const;
//int GetLightLayer() const;
bool IsAlpha() const;
bool IsZSort() const;
unsigned int hash() const;
int GetDrawingMode() const;
const STR_String& GetMaterialName() const;
dword GetMaterialNameHash() const;
const STR_String& GetTextureName() const;
unsigned int GetFlag() const;
int GetMaterialIndex() const;
virtual Material* GetBlenderMaterial() const;
virtual Image* GetBlenderImage() const;
virtual Scene* GetBlenderScene() const;
virtual void ReleaseMaterial();
virtual void GetMaterialRGBAColor(unsigned char *rgba) const;
virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
virtual bool UsesObjectColor() const;
virtual bool CastsShadows() const;
virtual void Replace_IScene(SCA_IScene *val) {}; /* overridden by KX_BlenderMaterial */
/**
* \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
*/
int ConvertFaceMode(struct GameSettings *game, bool image) const;
/*
* PreCalculate texture gen
*/
virtual void OnConstruction(int layer){}
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_IPolyMaterial"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
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);
}
#endif //__RAS_IPOLYGONMATERIAL_H__