blender/source/gameengine/Ketsji/KX_BlenderMaterial.h
Campbell Barton 4c17f8e5de PyUnicode_From_STR_String utility function which passes STR_String to PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-11-06 01:39:36 +00:00

173 lines
4.0 KiB
C++

/** \file KX_BlenderMaterial.h
* \ingroup ketsji
*/
#ifndef __KX_BLENDER_MATERIAL_H__
#define __KX_BLENDER_MATERIAL_H__
#include <vector>
#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"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
#include "SCA_IScene.h" /* only for Replace_IScene */
#include "KX_Scene.h"
struct MTFace;
class KX_Scene;
class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial
{
Py_Header
public:
// --------------------------------
KX_BlenderMaterial();
void Initialize(
class KX_Scene* scene,
BL_Material* mat,
GameSettings* game
);
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;
Material* GetBlenderMaterial() 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;
}
unsigned int* getBlendFunc() {
return mBlendFunc;
}
// 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 void Replace_IScene(SCA_IScene *val)
{
mScene= static_cast<KX_Scene *>(val);
if (mBlenderShader)
{
mBlenderShader->SetScene(mScene);
}
};
#ifdef WITH_PYTHON
// --------------------------------
virtual PyObject* py_repr(void) { return PyUnicode_FromString(mMaterial->matname.ReadPtr()); }
static PyObject* pyattr_get_shader(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_materialIndex(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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 );
#endif // WITH_PYTHON
// --------------------------------
// 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;
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