forked from bartvdbraak/blender
033a63f858
KX_PolygonMaterial and KX_BlenderMaterial - Added a print function (would raise a python error on printing) * Crashes * KX_GameObject SetParent - Disallowed setting a parent to its self, caused a recursion crash. KX_MeshProxy "materials" attribute was segfaulting because of my recent change - I was wrong, you do need to check material types (no idea why since they are both PyObject * at the base) KX_VisibilityActuator - Wasn't initialized with PyType_Ready() making it crash on access (own fault) * Crashes because of missing NULL checks * KX_PolygonMaterial's "gl_texture" attribute wasnt checking for a valid m_tface KX_GameObject - added checks for GetPhysicsController() KX_RayCast::RayTest - didnt check for a valid physics_environment KX_SceneActuator's getCamera python function wasnt checking if there was a camera.
142 lines
3.2 KiB
C++
142 lines
3.2 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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BL_Texture * getTex (unsigned int idx) {
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return (idx < MAXTEX) ? mTextures + idx : NULL;
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}
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Image * getImage (unsigned int idx) {
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return (idx < MAXTEX && mMaterial) ? mMaterial->img[idx] : NULL;
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}
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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* py_getattro(PyObject *attr);
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virtual int py_setattro(PyObject *attr, PyObject *pyvalue);
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virtual PyObject* py_repr(void) { return PyString_FromString(mMaterial->matname.ReadPtr()); }
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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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