/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) Blender Foundation * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file BL_BlenderShader.h * \ingroup ketsji */ #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 mAlphaBlend; GPUMaterial *mGPUMat; bool VerifyShader() { return (NULL != mGPUMat); } public: BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer); virtual ~BL_BlenderShader(); bool Ok() { // same as VerifyShared return (NULL != mGPUMat); } 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); void ReloadMaterial(); int GetAlphaBlend(); void SetScene(KX_Scene *scene) { mScene = scene; mBlenderScene = scene->GetBlenderScene(); ReloadMaterial(); } bool Equals(BL_BlenderShader *blshader); #ifdef WITH_CXX_GUARDEDALLOC public: void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_BlenderShader"); } void operator delete( void *mem ) { MEM_freeN(mem); } #endif }; #endif//__BL_GPUSHADER_H__