#ifndef __BL_GPUSHADER_H__ #define __BL_GPUSHADER_H__ #if 0 #include "GPU_material.h" #endif #include "MT_Matrix4x4.h" #include "MT_Matrix3x3.h" #include "MT_Tuple2.h" #include "MT_Tuple3.h" #include "MT_Tuple4.h" struct Material; #define BL_MAX_ATTRIB 16 /** * BL_BlenderShader * Blender GPU shader material */ class BL_BlenderShader { private: #if 0 GPUMaterial *mGPUMat; #endif bool mBound; public: BL_BlenderShader(struct Material *ma); virtual ~BL_BlenderShader(); const bool Ok()const; void SetProg(bool enable); void ApplyShader(); void SetTexCoords(class RAS_IRasterizer* ras); int GetAttribNum(); void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty); }; #endif//__BL_GPUSHADER_H__