forked from bartvdbraak/blender
6f3e593105
remove constraint fixed, Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz, SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
103 lines
2.3 KiB
C++
103 lines
2.3 KiB
C++
#ifndef __BL_SHADER_H__
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#define __BL_SHADER_H__
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#include "PyObjectPlus.h"
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#include "BL_Material.h"
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// -----------------------------------
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// user state management
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typedef struct uSampler
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{
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unsigned int type;
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int pass;
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int unit;
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int loc;
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unsigned int glTexture;
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}uSampler;
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#define SAMP_2D 1
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#define SAMP_CUBE 2
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// ----------------
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class BL_Shader : public PyObjectPlus
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{
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Py_Header;
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private:
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unsigned int mShader,
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mVert,
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mFrag;
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int mPass;
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bool mOk;
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bool mUse;
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uSampler mSampler[MAXTEX];
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char* vertProg;
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char* fragProg;
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bool LinkProgram();
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bool PrintInfo(int len, unsigned int handle, const char *type);
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public:
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BL_Shader(PyTypeObject *T=&Type);
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virtual ~BL_Shader();
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char* GetVertPtr();
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char* GetFragPtr();
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void SetVertPtr( char *vert );
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void SetFragPtr( char *frag );
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// ---
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int getNumPass() {return mPass;}
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bool use() {return mUse;}
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// ---
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// access
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const uSampler* getSampler(int i);
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const bool Ok()const;
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unsigned int GetProg();
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unsigned int GetVertexShader();
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unsigned int GetFragmentShader();
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void InitializeSampler(
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int type,
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int unit,
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int pass,
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unsigned int texture
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);
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// -----------------------------------
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// python interface
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virtual PyObject* _getattr(const STR_String& attr);
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KX_PYMETHOD_DOC( BL_Shader, setSource );
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KX_PYMETHOD_DOC( BL_Shader, delSource );
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KX_PYMETHOD_DOC( BL_Shader, getVertexProg );
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KX_PYMETHOD_DOC( BL_Shader, getFragmentProg );
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KX_PYMETHOD_DOC( BL_Shader, setNumberOfPasses );
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// -----------------------------------
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KX_PYMETHOD_DOC( BL_Shader, isValid);
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KX_PYMETHOD_DOC( BL_Shader, validate);
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KX_PYMETHOD_DOC( BL_Shader, setUniform4f );
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KX_PYMETHOD_DOC( BL_Shader, setUniform3f );
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KX_PYMETHOD_DOC( BL_Shader, setUniform2f );
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KX_PYMETHOD_DOC( BL_Shader, setUniform1f );
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KX_PYMETHOD_DOC( BL_Shader, setUniform4i );
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KX_PYMETHOD_DOC( BL_Shader, setUniform3i );
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KX_PYMETHOD_DOC( BL_Shader, setUniform2i );
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KX_PYMETHOD_DOC( BL_Shader, setUniform1i );
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KX_PYMETHOD_DOC( BL_Shader, setUniformfv );
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KX_PYMETHOD_DOC( BL_Shader, setUniformiv );
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KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix4 );
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KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix3 );
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// these come from within the material buttons
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// sampler2d/samplerCube work
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KX_PYMETHOD_DOC( BL_Shader, setSampler);
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};
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#endif//__BL_SHADER_H__
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