#ifndef __BL_SHADER_H__ #define __BL_SHADER_H__ #include "PyObjectPlus.h" #include "BL_Material.h" // ----------------------------------- // user state management typedef struct uSampler { unsigned int type; int pass; int unit; int loc; unsigned int glTexture; }uSampler; #define SAMP_2D 1 #define SAMP_CUBE 2 // ---------------- class BL_Shader : public PyObjectPlus { Py_Header; private: unsigned int mShader, mVert, mFrag; int mPass; bool mOk; bool mUse; uSampler mSampler[MAXTEX]; char* vertProg; char* fragProg; bool mError; char* mLog; bool LinkProgram(); void PrintInfo( int len, unsigned int handle,int *num); public: BL_Shader(PyTypeObject *T=&Type); virtual ~BL_Shader(); char* GetVertPtr(); char* GetFragPtr(); void SetVertPtr( char *vert ); void SetFragPtr( char *frag ); // --- int getNumPass() {return mPass;} bool use() {return mUse;} bool GetError() {return mError;} // --- // access const uSampler* getSampler(int i); const bool Ok()const; unsigned int GetProg(); unsigned int GetVertexShader(); unsigned int GetFragmentShader(); void InitializeSampler( int type, int unit, int pass, unsigned int texture ); // ----------------------------------- // python interface virtual PyObject* _getattr(const STR_String& attr); KX_PYMETHOD_DOC( BL_Shader, setSource ); KX_PYMETHOD_DOC( BL_Shader, delSource ); KX_PYMETHOD_DOC( BL_Shader, getVertexProg ); KX_PYMETHOD_DOC( BL_Shader, getFragmentProg ); KX_PYMETHOD_DOC( BL_Shader, setNumberOfPasses ); // ----------------------------------- KX_PYMETHOD_DOC( BL_Shader, isValid); KX_PYMETHOD_DOC( BL_Shader, validate); KX_PYMETHOD_DOC( BL_Shader, setUniform4f ); KX_PYMETHOD_DOC( BL_Shader, setUniform3f ); KX_PYMETHOD_DOC( BL_Shader, setUniform2f ); KX_PYMETHOD_DOC( BL_Shader, setUniform1f ); KX_PYMETHOD_DOC( BL_Shader, setUniform4i ); KX_PYMETHOD_DOC( BL_Shader, setUniform3i ); KX_PYMETHOD_DOC( BL_Shader, setUniform2i ); KX_PYMETHOD_DOC( BL_Shader, setUniform1i ); KX_PYMETHOD_DOC( BL_Shader, setUniformfv ); KX_PYMETHOD_DOC( BL_Shader, setUniformiv ); KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix4 ); KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix3 ); // these come from within the material buttons // sampler2d/samplerCube work KX_PYMETHOD_DOC( BL_Shader, setSampler); }; #endif//__BL_SHADER_H__