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
121 lines
3.4 KiB
C++
121 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 __KX_POLYGONMATERIAL_H__
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#define __KX_POLYGONMATERIAL_H__
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#include "PyObjectPlus.h"
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#include "RAS_MaterialBucket.h"
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#include "RAS_IRasterizer.h"
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struct TFace;
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struct Material;
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struct MTex;
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/**
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* Material class.
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*
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* This holds the shader, textures and python methods for setting the render state before
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* rendering.
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*/
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class KX_PolygonMaterial : public PyObjectPlus, public RAS_IPolyMaterial
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{
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Py_Header;
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private:
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/** Blender texture face structure. */
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TFace* m_tface;
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Material* m_material;
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PyObject* m_pymaterial;
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mutable int m_pass;
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public:
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KX_PolygonMaterial(const STR_String &texname,
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Material* ma,
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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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struct TFace* tface,
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PyTypeObject *T = &Type);
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virtual ~KX_PolygonMaterial();
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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
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{
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return (void*) this;
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}
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/**
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* Activates the material in the (OpenGL) 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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void DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const;
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virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const;
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/**
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* Returns the Blender texture face structure that is used for this material.
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* @return The material's texture face.
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*/
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TFace* GetTFace(void) const
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{
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return m_tface;
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}
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KX_PYMETHOD_DOC(KX_PolygonMaterial, updateTexture);
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KX_PYMETHOD_DOC(KX_PolygonMaterial, setTexture);
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KX_PYMETHOD_DOC(KX_PolygonMaterial, activate);
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KX_PYMETHOD_DOC(KX_PolygonMaterial, setCustomMaterial);
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KX_PYMETHOD_DOC(KX_PolygonMaterial, loadProgram);
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virtual PyObject* _getattr(const STR_String& attr);
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virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
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};
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#endif // __KX_POLYGONMATERIAL_H__
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