blender/source/gameengine/Ketsji/KX_PolygonMaterial.h
Mitchell Stokes ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00

157 lines
4.4 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 KX_PolygonMaterial.h
* \ingroup ketsji
*/
#ifndef __KX_POLYGONMATERIAL_H__
#define __KX_POLYGONMATERIAL_H__
#include "PyObjectPlus.h"
#include "RAS_MaterialBucket.h"
#include "RAS_IRasterizer.h"
#include "DNA_ID.h"
#include "DNA_meshdata_types.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
struct MTFace;
struct Material;
struct MTex;
struct Image;
/**
* 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. */
mutable MTFace m_tface;
mutable unsigned int m_mcol;
Material* m_material;
#ifdef WITH_PYTHON
PyObject* m_pymaterial;
#endif
mutable int m_pass;
public:
KX_PolygonMaterial();
void Initialize(const STR_String &texname,
Material* ma,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int alphablend,
bool alpha,
bool zsort,
bool light,
int lightlayer,
struct MTFace* tface,
unsigned int* mcol);
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;
Material *GetBlenderMaterial() const
{
return m_material;
}
Image *GetBlenderImage() 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;
}
virtual void GetMaterialRGBAColor(unsigned char *rgba) const;
#ifdef WITH_PYTHON
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 *py_repr(void) { return PyUnicode_FromString(m_material ? ((ID *)m_material)->name+2 : ""); }
static PyObject* pyattr_get_texture(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_material(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_tface(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_gl_texture(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_diffuse(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_diffuse(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_specular(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_specular(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
#endif
};
#endif /* __KX_POLYGONMATERIAL_H__ */