#ifndef __KX_BLENDER_MATERIAL_H__ #define __KX_BLENDER_MATERIAL_H__ #include #include "RAS_IPolygonMaterial.h" #include "BL_Material.h" #include "BL_Texture.h" #include "BL_Shader.h" #include "PyObjectPlus.h" #include "MT_Vector3.h" #include "MT_Vector4.h" struct TFace; class KX_Scene; class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial { Py_Header; public: // -------------------------------- KX_BlenderMaterial( class KX_Scene* scene, BL_Material* mat, bool skin, int lightlayer, void* clientobject, PyTypeObject* T=&Type ); virtual ~KX_BlenderMaterial(); // -------------------------------- virtual TCachingInfo GetCachingInfo(void) const { return (void*) this; } virtual bool Activate( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo ) const; virtual void ActivateMeshSlot( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) const; void ActivateMat( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo )const; void ActivatShaders( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo )const; TFace* GetTFace(void) const; // for ipos void UpdateIPO( MT_Vector4 rgba, MT_Vector3 specrgb, MT_Scalar hard, MT_Scalar spec, MT_Scalar ref, MT_Scalar emit, MT_Scalar alpha ); // -------------------------------- virtual PyObject* _getattr(const STR_String& attr); virtual int _setattr(const STR_String& attr, PyObject *pyvalue); KX_PYMETHOD_DOC( KX_BlenderMaterial, getShader ); KX_PYMETHOD_DOC( KX_BlenderMaterial, getMaterialIndex ); KX_PYMETHOD_DOC( KX_BlenderMaterial, getTexture ); KX_PYMETHOD_DOC( KX_BlenderMaterial, setTexture ); KX_PYMETHOD_DOC( KX_BlenderMaterial, setBlending ); // -------------------------------- // pre calculate to avoid pops/lag at startup virtual void OnConstruction( ); private: BL_Material* mMaterial; BL_Shader* mShader; KX_Scene* mScene; BL_Texture mTextures[MAXTEX]; // texture array bool mUserDefBlend; unsigned int mBlendFunc[2]; bool mModified; // message centers void setTexData( bool enable,RAS_IRasterizer *ras); void setShaderData( bool enable, RAS_IRasterizer *ras); bool setDefaultBlending(); void setObjectMatrixData(int i, RAS_IRasterizer *ras); void setTexMatrixData(int i); void setLightData(); void applyTexGen(RAS_IRasterizer *ras); // cleanup stuff void OnExit(); mutable int mPass; }; #endif