blender/source/gameengine/Ketsji/KX_PolygonMaterial.h
Brecht Van Lommel e435fbc3c5 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

128 lines
3.5 KiB
C++

/**
* $Id$
*
* ***** 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 __KX_POLYGONMATERIAL_H__
#define __KX_POLYGONMATERIAL_H__
#include "PyObjectPlus.h"
#include "RAS_MaterialBucket.h"
#include "RAS_IRasterizer.h"
struct MTFace;
struct Material;
struct MTex;
/**
* Material class.
*
* This holds the shader, textures and python methods for setting the render state before
* rendering.
*/
class KX_PolygonMaterial : public PyObjectPlus, public RAS_IPolyMaterial
{
Py_Header;
private:
/** Blender texture face structure. */
MTFace* m_tface;
unsigned int* m_mcol;
Material* m_material;
PyObject* m_pymaterial;
mutable int m_pass;
public:
KX_PolygonMaterial(const STR_String &texname,
Material* ma,
int tile,
int tilexrep,
int tileyrep,
int mode,
bool transparant,
bool zsort,
int lightlayer,
bool bIsTriangle,
void* clientobject,
struct MTFace* tface,
unsigned int* mcol,
PyTypeObject *T = &Type);
virtual ~KX_PolygonMaterial();
/**
* 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 (void*) this;
}
/**
* Activates the material in the (OpenGL) 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.
*/
void DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const;
virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const;
/**
* Returns the Blender texture face structure that is used for this material.
* @return The material's texture face.
*/
MTFace* GetMTFace(void) const
{
return m_tface;
}
unsigned int* GetMCol(void) const
{
return m_mcol;
}
KX_PYMETHOD_DOC(KX_PolygonMaterial, updateTexture);
KX_PYMETHOD_DOC(KX_PolygonMaterial, setTexture);
KX_PYMETHOD_DOC(KX_PolygonMaterial, activate);
KX_PYMETHOD_DOC(KX_PolygonMaterial, setCustomMaterial);
KX_PYMETHOD_DOC(KX_PolygonMaterial, loadProgram);
virtual PyObject* _getattr(const STR_String& attr);
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
};
#endif // __KX_POLYGONMATERIAL_H__