forked from bartvdbraak/blender
99fdf27af9
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
50 lines
904 B
C++
50 lines
904 B
C++
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#ifndef __BL_GPUSHADER_H__
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#define __BL_GPUSHADER_H__
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#ifdef BLENDER_GLSL
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#include "GPU_material.h"
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#endif
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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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struct Material;
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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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#ifdef BLENDER_GLSL
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GPUMaterial *mGPUMat;
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#endif
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bool mBound;
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int mLightLayer;
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public:
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BL_BlenderShader(struct Material *ma, int lightlayer);
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virtual ~BL_BlenderShader();
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const bool Ok()const;
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void SetProg(bool enable);
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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 KX_MeshSlot & ms, class RAS_IRasterizer* rasty);
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bool Equals(BL_BlenderShader *blshader);
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};
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#endif//__BL_GPUSHADER_H__
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