forked from bartvdbraak/blender
105 lines
2.4 KiB
C++
105 lines
2.4 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file BL_BlenderShader.h
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* \ingroup ketsji
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*/
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#ifndef __BL_BLENDERSHADER_H__
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#define __BL_BLENDERSHADER_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 mAlphaBlend;
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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 GetAlphaBlend();
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void SetScene(KX_Scene *scene)
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{
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mScene = scene;
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mBlenderScene = scene->GetBlenderScene();
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ReloadMaterial();
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}
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bool Equals(BL_BlenderShader *blshader);
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_BlenderShader")
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#endif
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};
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#endif /* __BL_BLENDERSHADER_H__ */
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