/* * ***** 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) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file RAS_IPolygonMaterial.h * \ingroup bgerast */ #ifndef __RAS_IPOLYGONMATERIAL_H__ #define __RAS_IPOLYGONMATERIAL_H__ #include "STR_HashedString.h" #include "MT_Vector3.h" #include "STR_HashedString.h" #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" #endif class RAS_IRasterizer; struct MTFace; struct Material; struct Image; struct Scene; class SCA_IScene; struct GameSettings; enum MaterialProps { RAS_ZSORT =1, RAS_TRANSPARENT =2, RAS_TRIANGLE =4, RAS_MULTITEX =8, RAS_MULTILIGHT =16, RAS_BLENDERMAT =32, RAS_GLSHADER =64, RAS_AUTOGEN =128, RAS_NORMAL =256, RAS_DEFMULTI =512, RAS_BLENDERGLSL =1024, RAS_CASTSHADOW =2048 }; /** * Polygon Material on which the material buckets are sorted * */ class RAS_IPolyMaterial { //todo: remove these variables from this interface/protocol class protected: STR_HashedString m_texturename; STR_HashedString m_materialname; //also needed for touchsensor int m_tile; int m_tilexrep,m_tileyrep; int m_drawingmode; int m_alphablend; bool m_alpha; bool m_zsort; bool m_light; int m_materialindex; unsigned int m_polymatid; static unsigned int m_newpolymatid; // will move... unsigned int m_flag;//MaterialProps int m_multimode; // sum of values public: MT_Vector3 m_diffuse; float m_shininess; MT_Vector3 m_specular; float m_specularity; /** Used to store caching information for materials. */ typedef void* TCachingInfo; // care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc. enum MaterialFlags { BILLBOARD_SCREENALIGNED = 512, /* GEMAT_HALO */ BILLBOARD_AXISALIGNED = 1024, /* GEMAT_BILLBOARD */ SHADOW =2048 /* GEMAT_SHADOW */ }; RAS_IPolyMaterial(); RAS_IPolyMaterial(const STR_String& texname, const STR_String& matname, int materialindex, int tile, int tilexrep, int tileyrep, int transp, bool alpha, bool zsort); void Initialize(const STR_String& texname, const STR_String& matname, int materialindex, int tile, int tilexrep, int tileyrep, int transp, bool alpha, bool zsort, bool light, bool image, struct GameSettings* game); virtual ~RAS_IPolyMaterial() {} /** * Returns the caching information for this material, * This can be used to speed up the rasterizing process. * \return The caching information. */ virtual TCachingInfo GetCachingInfo(void) const { return 0; } /** * Activates the material in the rasterizer. * On entry, the cachingInfo contains info about the last activated material. * On exit, the cachingInfo should contain updated info about this material. * \param rasty The rasterizer in which the material should be active. * \param cachingInfo The information about the material used to speed up rasterizing. */ virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const { return false; } virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {} virtual bool Equals(const RAS_IPolyMaterial& lhs) const; bool Less(const RAS_IPolyMaterial& rhs) const; //int GetLightLayer() const; bool IsAlpha() const; bool IsZSort() const; unsigned int hash() const; int GetDrawingMode() const; const STR_String& GetMaterialName() const; dword GetMaterialNameHash() const; const STR_String& GetTextureName() const; unsigned int GetFlag() const; int GetMaterialIndex() const; virtual Material* GetBlenderMaterial() const; virtual Image* GetBlenderImage() const; virtual Scene* GetBlenderScene() const; virtual void ReleaseMaterial(); virtual void GetMaterialRGBAColor(unsigned char *rgba) const; virtual bool UsesLighting(RAS_IRasterizer *rasty) const; virtual bool UsesObjectColor() const; virtual bool CastsShadows() const; virtual void Replace_IScene(SCA_IScene *val) {} /* overridden by KX_BlenderMaterial */ /** * \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode). */ int ConvertFaceMode(struct GameSettings *game, bool image) const; /* * PreCalculate texture gen */ virtual void OnConstruction() {} #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IPolyMaterial") #endif }; inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs) { return ( rhs.Equals(lhs)); } inline bool operator < ( const RAS_IPolyMaterial & lhs, const RAS_IPolyMaterial & rhs) { return lhs.Less(rhs); } #endif /* __RAS_IPOLYGONMATERIAL_H__ */