blender/source/gameengine/Ketsji/KX_BlenderMaterial.h

111 lines
2.4 KiB
C
Raw Normal View History

#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 "PyObjectPlus.h"
#include "MT_Vector3.h"
#include "MT_Vector4.h"
struct TFace;
class KX_Scene;
class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial
{
Py_Header;
public:
// --------------------------------
KX_BlenderMaterial(
class KX_Scene* scene, // light/obj list
BL_Material* mat,
bool skin,
int lightlayer,
void* clientobject,
PyTypeObject* T=&Type
);
virtual ~KX_BlenderMaterial();
// --------------------------------
virtual TCachingInfo GetCachingInfo(void) const
{
// --
return (void*) this;
}
// --------------------------------
virtual bool Activate(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo) const;
void ActivateMat(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo)const;
void ActivatShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo)const;
// --------------------------------
TFace* GetTFace(void) const;
// 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* _getattr(const STR_String& attr);
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
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( );
private:
BL_Material* mMaterial;
BL_Shader* mShader;
KX_Scene* mScene;
BL_Texture mTextures[MAXTEX]; // texture array
bool mUserDefBlend;
unsigned int mBlendFunc[2];
bool mModified;
// message centers
void setTexData( bool enable );
void setShaderData( bool enable );
void setTextureEnvironment( int textureIndex );
void setEnvMap( bool val, bool cube=false);
void setTexMatrixData(int i);
bool setDefaultBlending();
void setObjectMatrixData(int i);
// cleanup stuff
void DisableTexData();
void OnExit();
//void DisableNonEnabled();
// --
mutable int mPass;
};
#endif