blender/source/gameengine/Ketsji/KX_BlenderMaterial.h
Ulysse Martin 608ee3e073 BGE: Allow access to original texture openGL Bind code/Id/Number
This patch adds a python method to get openGL bind code of material's texture according to the texture slot.

Example:
import bge

cont = bge.logic.getCurrentController()
own = cont.owner

bindId = own.meshes[0].materials[0].getTextureBindcode(0)
Test file: http://www.pasteall.org/blend/40679

This can be used to play with texture in openGL, for example, remove mipmap on the texture or play with all wrapping or filtering options.
And this can be used to learn openGL with Blender.

Reviewers: TwisterGE, kupoman, moguri, panzergame

Reviewed By: TwisterGE, kupoman, moguri, panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1804
2016-02-18 12:05:53 +01:00

202 lines
5.6 KiB
C++

/** \file KX_BlenderMaterial.h
* \ingroup ketsji
*/
#ifndef __KX_BLENDERMATERIAL_H__
#define __KX_BLENDERMATERIAL_H__
#include <vector>
#include "RAS_IPolygonMaterial.h"
#include "BL_Material.h"
#include "BL_Texture.h"
#include "BL_Shader.h"
#include "BL_BlenderShader.h"
#include "EXP_PyObjectPlus.h"
#include "MT_Vector3.h"
#include "MT_Vector4.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
#include "SCA_IScene.h" /* only for Replace_IScene */
#include "KX_Scene.h"
struct MTFace;
class KX_Scene;
#ifdef USE_MATHUTILS
void KX_BlenderMaterial_Mathutils_Callback_Init(void);
#endif
class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial
{
Py_Header
public:
// --------------------------------
KX_BlenderMaterial();
void Initialize(
class KX_Scene* scene,
BL_Material* mat,
GameSettings* game,
int lightlayer
);
virtual ~KX_BlenderMaterial();
// --------------------------------
virtual TCachingInfo GetCachingInfo(void) const {
return (void*) this;
}
virtual
bool Activate(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
) const;
virtual
void ActivateMeshSlot(
const RAS_MeshSlot & ms,
RAS_IRasterizer* rasty
) const;
void ActivateMat(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const;
void ActivatShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const;
void ActivateBlenderShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const;
Material* GetBlenderMaterial() const;
Image* GetBlenderImage() const;
MTexPoly *GetMTexPoly() const;
unsigned int* GetMCol() const;
BL_Texture * getTex (unsigned int idx) {
return (idx < MAXTEX) ? mTextures + idx : NULL;
}
Image * getImage (unsigned int idx) {
return (idx < MAXTEX && mMaterial) ? mMaterial->img[idx] : NULL;
}
unsigned int* getBlendFunc() {
return mBlendFunc;
}
// for ipos
void UpdateIPO(
MT_Vector4 rgba, MT_Vector3 specrgb,
MT_Scalar hard, MT_Scalar spec,
MT_Scalar ref, MT_Scalar emit, MT_Scalar alpha
);
virtual void Replace_IScene(SCA_IScene *val);
BL_Material *GetBLMaterial();
#ifdef WITH_PYTHON
// --------------------------------
virtual PyObject *py_repr(void) { return PyUnicode_From_STR_String(mMaterial->matname); }
static PyObject *pyattr_get_shader(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject *pyattr_get_materialIndex(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject *pyattr_get_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject *pyattr_get_alpha(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_alpha(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject *pyattr_get_hardness(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_hardness(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject *pyattr_get_specular_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_specular_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject *pyattr_get_specular_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_specular_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject *pyattr_get_diffuse_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_diffuse_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject *pyattr_get_diffuse_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_diffuse_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject *pyattr_get_emit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_emit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
KX_PYMETHOD_DOC(KX_BlenderMaterial, getShader);
KX_PYMETHOD_DOC(KX_BlenderMaterial, getMaterialIndex);
KX_PYMETHOD_DOC(KX_BlenderMaterial, getTexture);
KX_PYMETHOD_DOC(KX_BlenderMaterial, setTexture);
KX_PYMETHOD_DOC(KX_BlenderMaterial, getTextureBindcode);
KX_PYMETHOD_DOC(KX_BlenderMaterial, setBlending);
#endif /* WITH_PYTHON */
// --------------------------------
// pre calculate to avoid pops/lag at startup
virtual void OnConstruction();
static void EndFrame();
private:
BL_Material* mMaterial;
BL_Shader* mShader;
BL_BlenderShader* mBlenderShader;
KX_Scene* mScene;
BL_Texture mTextures[MAXTEX]; // texture array
bool mUserDefBlend;
unsigned int mBlendFunc[2];
bool mModified;
bool mConstructed; // if false, don't clean on exit
int mLightLayer;
struct {
float r, g, b, a;
float specr, specg, specb;
float spec;
float ref;
float hardness;
float emit;
} mSavedData;
void InitTextures();
void SetBlenderGLSLShader();
void ActivatGLMaterials( RAS_IRasterizer* rasty )const;
void ActivateTexGen( RAS_IRasterizer *ras ) const;
bool UsesLighting(RAS_IRasterizer *rasty) const;
void GetMaterialRGBAColor(unsigned char *rgba) const;
Scene* GetBlenderScene() const;
void ReleaseMaterial();
// message centers
void setTexData( bool enable,RAS_IRasterizer *ras);
void setBlenderShaderData( bool enable, RAS_IRasterizer *ras);
void setShaderData( bool enable, RAS_IRasterizer *ras);
void setObjectMatrixData(int i, RAS_IRasterizer *ras);
void setTexMatrixData(int i);
void setLightData();
// cleanup stuff
void OnExit();
// shader chacing
static BL_BlenderShader *mLastBlenderShader;
static BL_Shader *mLastShader;
mutable int mPass;
};
#endif