blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
Benoit Bolsee 5441323dca BGE: fix memleaks.
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end.
KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light.
KX_GameActuator: Global dictionary buffer was not deleted after saving.
KX_MotionState: The motion state for compound child was not deleted
KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak.

After these fix, YoFrankie runs without memleak.
2009-05-23 14:46:43 +00:00

185 lines
4.9 KiB
C++

/**
* $Id$
*
* ***** 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., 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 LICENSE BLOCK *****
*/
#ifndef __RAS_IPOLYGONMATERIAL
#define __RAS_IPOLYGONMATERIAL
#include "STR_HashedString.h"
/**
* Polygon Material on which the material buckets are sorted
*
*/
#include "MT_Vector3.h"
#include "STR_HashedString.h"
class RAS_IRasterizer;
struct MTFace;
struct Material;
struct Scene;
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
};
/**
* Material properties.
*/
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; // tface->mode
int m_transp;
bool m_alpha;
bool m_zsort;
//int m_lightlayer;
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 = 256,
BILLBOARD_AXISALIGNED = 4096,
SHADOW =8192
};
RAS_IPolyMaterial();
RAS_IPolyMaterial(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int mode,
int transp,
bool alpha,
bool zsort,
int lightlayer);
void Initialize(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int mode,
int transp,
bool alpha,
bool zsort,
int lightlayer);
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 Scene* GetBlenderScene() const;
virtual void ReleaseMaterial();
virtual void GetMaterialRGBAColor(unsigned char *rgba) const;
virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
virtual bool UsesObjectColor() const;
/*
* PreCalculate texture gen
*/
virtual void OnConstruction(int layer){}
};
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