blender/source/gameengine/Ketsji/BL_BlenderShader.h

77 lines
1.4 KiB
C++

#ifndef __BL_GPUSHADER_H__
#define __BL_GPUSHADER_H__
#include "GPU_material.h"
#include "MT_Matrix4x4.h"
#include "MT_Matrix3x3.h"
#include "MT_Tuple2.h"
#include "MT_Tuple3.h"
#include "MT_Tuple4.h"
#include "RAS_IPolygonMaterial.h"
#include "KX_Scene.h"
struct Material;
struct Scene;
class BL_Material;
#define BL_MAX_ATTRIB 16
/**
* BL_BlenderShader
* Blender GPU shader material
*/
class BL_BlenderShader
{
private:
KX_Scene *mScene;
struct Scene *mBlenderScene;
struct Material *mMat;
int mLightLayer;
int mBlendMode;
GPUMaterial *mGPUMat;
bool VerifyShader()
{
return (NULL != mGPUMat);
}
public:
BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer);
virtual ~BL_BlenderShader();
bool Ok()
{
// same as VerifyShared
return (NULL != mGPUMat);
}
void SetProg(bool enable, double time=0.0);
int GetAttribNum();
void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat);
void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty);
void ReloadMaterial();
int GetBlendMode();
void SetScene(KX_Scene *scene)
{
mScene = scene;
mBlenderScene = scene->GetBlenderScene();
ReloadMaterial();
}
bool Equals(BL_BlenderShader *blshader);
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_BlenderShader"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif//__BL_GPUSHADER_H__