#ifndef __KX_BLENDER_MATERIAL_H__ #define __KX_BLENDER_MATERIAL_H__ #include #include "RAS_IPolygonMaterial.h" #include "BL_Material.h" #include "BL_Texture.h" #include "BL_Shader.h" #include "BL_BlenderShader.h" #include "PyObjectPlus.h" #include "MT_Vector3.h" #include "MT_Vector4.h" struct MTFace; class KX_Scene; class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial { Py_Header; public: // -------------------------------- KX_BlenderMaterial( PyTypeObject* T=&Type ); void Initialize( class KX_Scene* scene, BL_Material* mat, bool skin, 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; MTFace* GetMTFace(void) const; unsigned int* GetMCol(void) 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; } // 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 PyObject* py_getattro(PyObject *attr); virtual PyObject* py_getattro_dict(); virtual int py_setattro(PyObject *attr, PyObject *pyvalue); virtual PyObject* py_repr(void) { return PyString_FromString(mMaterial->matname.ReadPtr()); } 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, setBlending ); // -------------------------------- // pre calculate to avoid pops/lag at startup virtual void OnConstruction(int layer); 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 void SetBlenderGLSLShader(int layer); void ActivatGLMaterials( RAS_IRasterizer* rasty )const; void ActivateTexGen( RAS_IRasterizer *ras ) const; bool UsesLighting(RAS_IRasterizer *rasty) const; void GetMaterialRGBAColor(unsigned char *rgba) const; Material* GetBlenderMaterial() 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