cb89decfdc
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
124 lines
3.3 KiB
C++
124 lines
3.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __KX_POLYGONMATERIAL_H__
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#define __KX_POLYGONMATERIAL_H__
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#include "PyObjectPlus.h"
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#include "RAS_MaterialBucket.h"
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#include "RAS_IRasterizer.h"
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struct MTFace;
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struct Material;
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struct MTex;
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/**
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* Material class.
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*
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* This holds the shader, textures and python methods for setting the render state before
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* rendering.
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*/
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class KX_PolygonMaterial : public PyObjectPlus, public RAS_IPolyMaterial
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{
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Py_Header;
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private:
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/** Blender texture face structure. */
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MTFace* m_tface;
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unsigned int* m_mcol;
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Material* m_material;
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PyObject* m_pymaterial;
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mutable int m_pass;
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public:
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KX_PolygonMaterial(const STR_String &texname,
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Material* ma,
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int tile,
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int tilexrep,
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int tileyrep,
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int mode,
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int transp,
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bool alpha,
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bool zsort,
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int lightlayer,
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struct MTFace* tface,
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unsigned int* mcol,
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PyTypeObject *T = &Type);
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virtual ~KX_PolygonMaterial();
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/**
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* Returns the caching information for this material,
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* This can be used to speed up the rasterizing process.
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* @return The caching information.
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*/
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virtual TCachingInfo GetCachingInfo(void) const
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{
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return (void*) this;
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}
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/**
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* Activates the material in the (OpenGL) rasterizer.
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* On entry, the cachingInfo contains info about the last activated material.
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* On exit, the cachingInfo should contain updated info about this material.
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* @param rasty The rasterizer in which the material should be active.
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* @param cachingInfo The information about the material used to speed up rasterizing.
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*/
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void DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const;
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virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const;
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/**
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* Returns the Blender texture face structure that is used for this material.
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* @return The material's texture face.
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*/
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MTFace* GetMTFace(void) const
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{
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return m_tface;
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}
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unsigned int* GetMCol(void) const
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{
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return m_mcol;
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}
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KX_PYMETHOD_DOC(KX_PolygonMaterial, updateTexture);
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KX_PYMETHOD_DOC(KX_PolygonMaterial, setTexture);
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KX_PYMETHOD_DOC(KX_PolygonMaterial, activate);
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KX_PYMETHOD_DOC(KX_PolygonMaterial, setCustomMaterial);
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KX_PYMETHOD_DOC(KX_PolygonMaterial, loadProgram);
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virtual PyObject* _getattr(const STR_String& attr);
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virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
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};
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#endif // __KX_POLYGONMATERIAL_H__
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