blender/source/gameengine/Converter/BL_Material.h
Erwin Coumans 2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00

156 lines
2.6 KiB
C++

#ifndef __BL_MATERIAL_H__
#define __BL_MATERIAL_H__
#include "STR_String.h"
#include "MT_Point2.h"
// --
struct MTex;
struct Material;
struct Image;
struct TFace;
struct MTex;
struct Material;
struct EnvMap;
// --
/** max units
this will default to users available units
to build with more available, just increment this value
although the more you add the slower the search time will be.
we will go for three, which should be enough
*/
#define MAXTEX 3//match in RAS_TexVert
// different mapping modes
class BL_Mapping
{
public:
int mapping;
float scale[3];
float offsets[3];
int projplane[3];
STR_String objconame;
};
// base material struct
class BL_Material
{
private:
unsigned int rgb[4];
MT_Point2 uv[4];
public:
// -----------------------------------
BL_Material();
int IdMode;
unsigned int ras_mode;
STR_String texname[MAXTEX];
unsigned int flag[MAXTEX];
int tile,tilexrep[MAXTEX],tileyrep[MAXTEX];
STR_String matname;
STR_String mtexname[MAXTEX];
float matcolor[4];
float speccolor[3];
short transp, pad;
float hard, spec_f;
float alpha, emit, color_blend[MAXTEX], ref;
float amb;
int blend_mode[MAXTEX];
int mode;
int num_enabled;
int material_index;
BL_Mapping mapping[MAXTEX];
STR_String imageId[MAXTEX];
Material* material;
TFace* tface;
Image* img[MAXTEX];
EnvMap* cubemap[MAXTEX];
void SetConversionRGB(unsigned int *rgb);
void GetConversionRGB(unsigned int *rgb);
void SetConversionUV(MT_Point2 *uv);
void GetConversionUV(MT_Point2 *uv);
};
// BL_Material::IdMode
enum BL_IdMode {
DEFAULT_BLENDER=-1,
TEXFACE,
ONETEX,
TWOTEX,
GREATERTHAN2
};
// BL_Material::blend_mode[index]
enum BL_BlendMode
{
BLEND_MIX=1,
BLEND_ADD,
BLEND_SUB,
BLEND_MUL,
BLEND_SCR
};
// -------------------------------------
// BL_Material::flag[index]
enum BL_flag
{
MIPMAP=1, // set to use mipmaps
CALCALPHA=2, // additive
USEALPHA=4, // use actual alpha channel
TEXALPHA=8, // use alpha combiner functions
TEXNEG=16, // negate blending
HASIPO=32
};
// BL_Material::ras_mode
enum BL_ras_mode
{
POLY_VIS=1,
COLLIDER=2,
ZSORT=4,
TRANSP=8,
TRIANGLE=16,
USE_LIGHT=32
};
// -------------------------------------
// BL_Material::mapping[index]::mapping
enum BL_MappingFlag
{
USEREFL=1,
USEENV=2,
USEOBJ=4
};
// BL_Material::BL_Mapping::projplane
enum BL_MappingProj
{
PROJN=0,
PROJX,
PROJY,
PROJZ
};
// ------------------------------------
//extern void initBL_Material(BL_Material* mat);
extern MTex* getImageFromMaterial(Material *mat, int index);
extern int getNumTexChannels( Material *mat );
// ------------------------------------
#endif