forked from bartvdbraak/blender
83de5cb308
now do per material bucket.
177 lines
4.1 KiB
C++
177 lines
4.1 KiB
C++
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/** \file KX_BlenderMaterial.h
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* \ingroup ketsji
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*/
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#ifndef __KX_BLENDERMATERIAL_H__
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#define __KX_BLENDERMATERIAL_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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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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#include "SCA_IScene.h" /* only for Replace_IScene */
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#include "KX_Scene.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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void Initialize(
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class KX_Scene* scene,
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BL_Material* mat,
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GameSettings* game
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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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/* mMaterial is private, but need this for conversion */
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bool IsMaterial(const BL_Material *bl_mat) const;
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Material* GetBlenderMaterial() 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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unsigned int* getBlendFunc() {
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return mBlendFunc;
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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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virtual void Replace_IScene(SCA_IScene *val)
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{
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mScene= static_cast<KX_Scene *>(val);
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if (mBlenderShader)
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{
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mBlenderShader->SetScene(mScene);
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}
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};
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#ifdef WITH_PYTHON
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// --------------------------------
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virtual PyObject *py_repr(void) { return PyUnicode_From_STR_String(mMaterial->matname); }
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static PyObject *pyattr_get_shader(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_materialIndex(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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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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#endif /* WITH_PYTHON */
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// --------------------------------
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// pre calculate to avoid pops/lag at startup
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virtual void OnConstruction(int layer);
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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 InitTextures();
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void SetBlenderGLSLShader(int layer);
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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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void GetMaterialRGBAColor(unsigned char *rgba) const;
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Scene* GetBlenderScene() const;
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void ReleaseMaterial();
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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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