forked from bartvdbraak/blender
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.
135 lines
2.9 KiB
C++
135 lines
2.9 KiB
C++
#ifndef __KX_BLENDER_MATERIAL_H__
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#define __KX_BLENDER_MATERIAL_H__
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#include <vector>
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#include "RAS_IPolygonMaterial.h"
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#include "BL_Material.h"
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#include "BL_Texture.h"
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#include "BL_Shader.h"
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#include "BL_BlenderShader.h"
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#include "PyObjectPlus.h"
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#include "MT_Vector3.h"
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#include "MT_Vector4.h"
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struct MTFace;
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class KX_Scene;
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class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial
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{
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Py_Header;
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public:
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// --------------------------------
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KX_BlenderMaterial(
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class KX_Scene* scene,
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BL_Material* mat,
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bool skin,
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int lightlayer,
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PyTypeObject* T=&Type
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);
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virtual ~KX_BlenderMaterial();
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// --------------------------------
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virtual TCachingInfo GetCachingInfo(void) const {
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return (void*) this;
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}
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virtual
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bool Activate(
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RAS_IRasterizer* rasty,
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TCachingInfo& cachingInfo
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) const;
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virtual
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void ActivateMeshSlot(
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const RAS_MeshSlot & ms,
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RAS_IRasterizer* rasty
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) const;
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void ActivateMat(
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RAS_IRasterizer* rasty,
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TCachingInfo& cachingInfo
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)const;
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void ActivatShaders(
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RAS_IRasterizer* rasty,
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TCachingInfo& cachingInfo
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)const;
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void ActivateBlenderShaders(
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RAS_IRasterizer* rasty,
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TCachingInfo& cachingInfo
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)const;
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MTFace* GetMTFace(void) const;
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unsigned int* GetMCol(void) const;
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// for ipos
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void UpdateIPO(
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MT_Vector4 rgba, MT_Vector3 specrgb,
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MT_Scalar hard, MT_Scalar spec,
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MT_Scalar ref, MT_Scalar emit, MT_Scalar alpha
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);
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// --------------------------------
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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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KX_PYMETHOD_DOC( KX_BlenderMaterial, getShader );
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KX_PYMETHOD_DOC( KX_BlenderMaterial, getMaterialIndex );
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KX_PYMETHOD_DOC( KX_BlenderMaterial, getTexture );
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KX_PYMETHOD_DOC( KX_BlenderMaterial, setTexture );
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KX_PYMETHOD_DOC( KX_BlenderMaterial, setBlending );
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// --------------------------------
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// pre calculate to avoid pops/lag at startup
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virtual void OnConstruction( );
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static void EndFrame();
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private:
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BL_Material* mMaterial;
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BL_Shader* mShader;
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BL_BlenderShader* mBlenderShader;
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KX_Scene* mScene;
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BL_Texture mTextures[MAXTEX]; // texture array
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bool mUserDefBlend;
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unsigned int mBlendFunc[2];
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bool mModified;
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bool mConstructed; // if false, don't clean on exit
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void SetBlenderGLSLShader();
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void ActivatGLMaterials( RAS_IRasterizer* rasty )const;
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void ActivateTexGen( RAS_IRasterizer *ras ) const;
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bool UsesLighting(RAS_IRasterizer *rasty) const;
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// message centers
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void setTexData( bool enable,RAS_IRasterizer *ras);
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void setBlenderShaderData( bool enable, RAS_IRasterizer *ras);
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void setShaderData( bool enable, RAS_IRasterizer *ras);
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void setObjectMatrixData(int i, RAS_IRasterizer *ras);
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void setTexMatrixData(int i);
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void setLightData();
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// cleanup stuff
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void OnExit();
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// shader chacing
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static BL_BlenderShader *mLastBlenderShader;
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static BL_Shader *mLastShader;
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mutable int mPass;
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};
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#endif
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