forked from bartvdbraak/blender
14d33b3c1f
* off by default. * new/delete are at the bottom of each class * python BGE objects have the new/delete in the Py_Header macro.
70 lines
1.3 KiB
C++
70 lines
1.3 KiB
C++
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#ifndef __BL_GPUSHADER_H__
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#define __BL_GPUSHADER_H__
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#include "GPU_material.h"
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#include "MT_Matrix4x4.h"
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#include "MT_Matrix3x3.h"
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#include "MT_Tuple2.h"
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#include "MT_Tuple3.h"
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#include "MT_Tuple4.h"
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#include "RAS_IPolygonMaterial.h"
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#include "KX_Scene.h"
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struct Material;
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struct Scene;
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class BL_Material;
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#define BL_MAX_ATTRIB 16
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/**
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* BL_BlenderShader
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* Blender GPU shader material
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*/
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class BL_BlenderShader
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{
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private:
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KX_Scene *mScene;
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struct Scene *mBlenderScene;
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struct Material *mMat;
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int mLightLayer;
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int mBlendMode;
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GPUMaterial *mGPUMat;
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bool VerifyShader()
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{
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return (NULL != mGPUMat);
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}
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public:
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BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer);
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virtual ~BL_BlenderShader();
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bool Ok()
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{
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// same as VerifyShared
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return (NULL != mGPUMat);
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}
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void SetProg(bool enable, double time=0.0);
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int GetAttribNum();
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void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat);
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void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty);
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void ReloadMaterial();
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int GetBlendMode();
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bool Equals(BL_BlenderShader *blshader);
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_BlenderShader"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif//__BL_GPUSHADER_H__
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