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
131 lines
3.4 KiB
C++
131 lines
3.4 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_TEXVERT
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#define __RAS_TEXVERT
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#include "MT_Point3.h"
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#include "MT_Point2.h"
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#include "MT_Transform.h"
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static MT_Point3 g_pt3;
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static MT_Point2 g_pt2;
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#define TV_CALCFACENORMAL 0x0001
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#define TV_2NDUV 0x0002
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#define TV_MAX 3//match Def in BL_Material.h
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#define RAS_TexVert_INLINE 1
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class RAS_TexVert
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{
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float m_localxyz[3]; // 3*4 = 12
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float m_uv1[2]; // 2*4 = 8
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float m_uv2[2]; // 2*4 = 8 ... python access to this set
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unsigned int m_rgba; // 4
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float m_tangent[4]; // 4*2 = 8
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float m_normal[3]; // 3*2 = 6
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short m_flag; // 2
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unsigned int m_unit; // 4
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//---------
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// 52
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//32 bytes total size, fits nice = 52 = not fit nice.
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// We'll go for 64 bytes total size - 24 bytes left.
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public:
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short getFlag() const;
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unsigned int getUnit() const;
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RAS_TexVert()// :m_xyz(0,0,0),m_uv(0,0),m_rgba(0)
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{}
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RAS_TexVert(const MT_Point3& xyz,
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const MT_Point2& uv,
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const unsigned int rgba,
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const MT_Vector3& normal,
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const short flag);
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~RAS_TexVert() {};
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// leave multiline for debugging
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#ifdef RAS_TexVert_INLINE
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const float* getUV1 () const {
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return m_uv1;
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};
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const float* getUV2 () const {
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return m_uv2;
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};
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const float* getLocalXYZ() const {
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return m_localxyz;
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};
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const float* getNormal() const {
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return m_normal;
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}
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const unsigned char* getRGBA() const {
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return (unsigned char *) &m_rgba;
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}
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#else
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const float* getUV1 () const;
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const float* getUV2 () const;
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const float* getNormal() const;
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const float* getLocalXYZ() const;
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const unsigned char* getRGBA() const;
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#endif
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void SetXYZ(const MT_Point3& xyz);
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void SetUV(const MT_Point2& uv);
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void SetUV2(const MT_Point2& uv);
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void SetRGBA(const unsigned int rgba);
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void SetNormal(const MT_Vector3& normal);
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void SetFlag(const short flag);
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void SetUnit(const unsigned u);
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void SetRGBA(const MT_Vector4& rgba);
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const MT_Point3& xyz();
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// compare two vertices, and return TRUE if both are almost identical (they can be shared)
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bool closeTo(const RAS_TexVert* other);
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bool closeTo(const MT_Point3& otherxyz,
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const MT_Point2& otheruv,
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const unsigned int otherrgba,
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short othernormal[3]) const;
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void getOffsets(void*&xyz, void *&uv1, void *&rgba, void *&normal) const;
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};
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#endif //__RAS_TEXVERT
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