forked from bartvdbraak/blender
2e6d576182
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
166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __RAS_IPOLYGONMATERIAL
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#define __RAS_IPOLYGONMATERIAL
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#include "STR_HashedString.h"
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/**
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* Polygon Material on which the material buckets are sorted
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*
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*/
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#include "MT_Vector3.h"
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#include "STR_HashedString.h"
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class RAS_IRasterizer;
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enum MaterialProps
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{
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RAS_ZSORT =1,
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RAS_TRANSPARENT =2,
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RAS_TRIANGLE =4,
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RAS_MULTITEX =8,
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RAS_MULTILIGHT =16,
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RAS_BLENDERMAT =32,
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RAS_GLSHADER =64,
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RAS_AUTOGEN =128,
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RAS_NORMAL =256,
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RAS_DEFMULTI =512
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};
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/**
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* Material properties.
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*/
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class RAS_IPolyMaterial
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{
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//todo: remove these variables from this interface/protocol class
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protected:
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STR_HashedString m_texturename;
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STR_HashedString m_materialname; //also needed for touchsensor
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int m_tile;
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int m_tilexrep,m_tileyrep;
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int m_drawingmode; // tface->mode
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bool m_transparant;
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bool m_zsort;
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int m_lightlayer;
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bool m_bIsTriangle;
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unsigned int m_polymatid;
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static unsigned int m_newpolymatid;
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// will move...
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unsigned int m_flag;//MaterialProps
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unsigned int m_enabled;// enabled for this mat
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int m_multimode; // sum of values
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public:
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MT_Vector3 m_diffuse;
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float m_shininess;
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MT_Vector3 m_specular;
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float m_specularity;
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/** Used to store caching information for materials. */
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typedef void* TCachingInfo;
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// care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc.
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enum MaterialFlags
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{
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BILLBOARD_SCREENALIGNED = 256,
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BILLBOARD_AXISALIGNED = 4096,
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SHADOW =8192
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};
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RAS_IPolyMaterial(const STR_String& texname,
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const STR_String& matname,
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int tile,
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int tilexrep,
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int tileyrep,
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int mode,
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bool transparant,
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bool zsort,
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int lightlayer,
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bool bIsTriangle,
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void* clientobject);
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virtual ~RAS_IPolyMaterial() {};
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/**
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* Returns the caching information for this material,
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* This can be used to speed up the rasterizing process.
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* @return The caching information.
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*/
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virtual TCachingInfo GetCachingInfo(void) const { return 0; }
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/**
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* Activates the material in the rasterizer.
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* On entry, the cachingInfo contains info about the last activated material.
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* On exit, the cachingInfo should contain updated info about this material.
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* @param rasty The rasterizer in which the material should be active.
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* @param cachingInfo The information about the material used to speed up rasterizing.
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*/
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virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
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{
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return false;
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}
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virtual bool Equals(const RAS_IPolyMaterial& lhs) const;
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bool Less(const RAS_IPolyMaterial& rhs) const;
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int GetLightLayer() const;
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bool IsTransparant() const;
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bool IsZSort() const;
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bool UsesTriangles() const;
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unsigned int hash() const;
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int GetDrawingMode() const;
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const STR_String& GetMaterialName() const;
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const STR_String& GetTextureName() const;
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const unsigned int GetFlag() const;
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const unsigned int GetEnabled() const;
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/*
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* PreCalculate texture gen
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*/
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virtual void OnConstruction(){}
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};
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inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs)
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{
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return ( rhs.Equals(lhs));
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}
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inline bool operator < ( const RAS_IPolyMaterial & lhs, const RAS_IPolyMaterial & rhs)
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{
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return lhs.Less(rhs);
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}
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#endif //__RAS_IPOLYGONMATERIAL
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