#ifndef __BL_GPUSHADER_H__ #define __BL_GPUSHADER_H__ #include "GPU_material.h" #include "MT_Matrix4x4.h" #include "MT_Matrix3x3.h" #include "MT_Tuple2.h" #include "MT_Tuple3.h" #include "MT_Tuple4.h" #include "RAS_IPolygonMaterial.h" #include "KX_Scene.h" struct Material; struct Scene; class BL_Material; #define BL_MAX_ATTRIB 16 /** * BL_BlenderShader * Blender GPU shader material */ class BL_BlenderShader { private: KX_Scene *mScene; struct Scene *mBlenderScene; struct Material *mMat; int mLightLayer; int mBlendMode; bool VerifyShader(); public: BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer); virtual ~BL_BlenderShader(); bool Ok(); void SetProg(bool enable, double time=0.0); int GetAttribNum(); void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat); void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty); int GetBlendMode(); bool Equals(BL_BlenderShader *blshader); }; #endif//__BL_GPUSHADER_H__