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authorErwin Coumans <blender@erwincoumans.com>2006-04-11 09:57:30 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-04-11 09:57:30 +0400
commit8dbe14b70b427ff449e1f4a7bb4cff989100f629 (patch)
tree3b3269edd4aa45acf07bf3fdb75ffcac9f2bb3ab /source/gameengine/Ketsji/BL_Shader.h
parente9d4518c3aae5850ec6c3ae925411c903daee431 (diff)
applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Shader.h')
-rw-r--r--source/gameengine/Ketsji/BL_Shader.h28
1 files changed, 10 insertions, 18 deletions
diff --git a/source/gameengine/Ketsji/BL_Shader.h b/source/gameengine/Ketsji/BL_Shader.h
index 550f4750a33..8f303454087 100644
--- a/source/gameengine/Ketsji/BL_Shader.h
+++ b/source/gameengine/Ketsji/BL_Shader.h
@@ -21,14 +21,10 @@ class BL_Sampler
{
public:
BL_Sampler():
- mLoc(-1),
- mTexture(0),
- mOwn(0)
+ mLoc(-1)
{
}
int mLoc; // Sampler location
- BL_Texture* mTexture; // Texture data
- bool mOwn; // True if we own it
};
/**
@@ -104,7 +100,8 @@ private:
int mPass; // 1.. unused
bool mOk; // Valid and ok
bool mUse; // ...
- BL_Sampler mSampler[MAXTEX]; // Number of samplers
+//BL_Sampler mSampler[MAXTEX]; // Number of samplers
+ int mAttr; // Tangent attribute
char* vertProg; // Vertex program string
char* fragProg; // Fragment program string
bool mError; // ...
@@ -166,12 +163,13 @@ public:
int getNumPass() {return mPass;}
bool GetError() {return mError;}
// ---
- const BL_Sampler* GetSampler(int i);
+ //const BL_Sampler* GetSampler(int i);
void SetSampler(int loc, int unit);
const bool Ok()const;
unsigned int GetProg();
void SetProg(bool enable);
+ int GetAttribute(){return mAttr;};
// --
// Apply methods : sets colected uniforms
@@ -181,8 +179,8 @@ public:
// Update predefined uniforms each render call
void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty);
- // Set sampler units (copied)
- void InitializeSampler(int unit, BL_Texture* texture );
+ //// Set sampler units (copied)
+ //void InitializeSampler(int unit, BL_Texture* texture );
void SetUniformfv(int location,int type, float *param, int size,bool transpose=false);
@@ -206,15 +204,16 @@ public:
// Python interface
virtual PyObject* _getattr(const STR_String& attr);
+ // -----------------------------------
KX_PYMETHOD_DOC( BL_Shader, setSource );
KX_PYMETHOD_DOC( BL_Shader, delSource );
KX_PYMETHOD_DOC( BL_Shader, getVertexProg );
KX_PYMETHOD_DOC( BL_Shader, getFragmentProg );
KX_PYMETHOD_DOC( BL_Shader, setNumberOfPasses );
-
- // -----------------------------------
KX_PYMETHOD_DOC( BL_Shader, isValid);
KX_PYMETHOD_DOC( BL_Shader, validate);
+
+ // -----------------------------------
KX_PYMETHOD_DOC( BL_Shader, setUniform4f );
KX_PYMETHOD_DOC( BL_Shader, setUniform3f );
KX_PYMETHOD_DOC( BL_Shader, setUniform2f );
@@ -223,19 +222,12 @@ public:
KX_PYMETHOD_DOC( BL_Shader, setUniform3i );
KX_PYMETHOD_DOC( BL_Shader, setUniform2i );
KX_PYMETHOD_DOC( BL_Shader, setUniform1i );
-
KX_PYMETHOD_DOC( BL_Shader, setUniformfv );
KX_PYMETHOD_DOC( BL_Shader, setUniformiv );
-
KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix4 );
KX_PYMETHOD_DOC( BL_Shader, setUniformMatrix3 );
-
KX_PYMETHOD_DOC( BL_Shader, setUniformDef );
-
KX_PYMETHOD_DOC( BL_Shader, setAttrib );
-
- // These come from within the material buttons
- // sampler2d/samplerCube work
KX_PYMETHOD_DOC( BL_Shader, setSampler);
};