Welcome to mirror list, hosted at ThFree Co, Russian Federation.

KX_BlenderMaterial.h « Ketsji « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: b7c64215eaf34d7a68fe21fbe86f80bd046010ef (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170

/** \file KX_BlenderMaterial.h
 *  \ingroup ketsji
 */

#ifndef __KX_BLENDERMATERIAL_H__
#define __KX_BLENDERMATERIAL_H__

#include <vector>


#include "RAS_IPolygonMaterial.h"
#include "BL_Material.h"
#include "BL_Texture.h"
#include "BL_Shader.h"
#include "BL_BlenderShader.h"

#include "PyObjectPlus.h"

#include "MT_Vector3.h"
#include "MT_Vector4.h"

#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif

#include "SCA_IScene.h" /* only for Replace_IScene */
#include "KX_Scene.h"

struct MTFace;
class KX_Scene;

class KX_BlenderMaterial :  public PyObjectPlus, public RAS_IPolyMaterial
{
	Py_Header
public:
	// --------------------------------
	KX_BlenderMaterial();
	void Initialize(
		class KX_Scene*	scene,
		BL_Material*	mat,
		GameSettings*	game,
		int				lightlayer
	);

	virtual ~KX_BlenderMaterial();

	// --------------------------------
	virtual TCachingInfo GetCachingInfo(void) const {
		return (void*) this;
	}

	virtual 
	bool Activate(
		RAS_IRasterizer* rasty, 
		TCachingInfo& cachingInfo
	) const;
	
	virtual 
	void ActivateMeshSlot(
		const RAS_MeshSlot & ms, 
		RAS_IRasterizer* rasty 
	) const;
	
	void ActivateMat(
		RAS_IRasterizer* rasty,
		TCachingInfo& cachingInfo
	)const;

	void ActivatShaders(
		RAS_IRasterizer* rasty, 
		TCachingInfo& cachingInfo
	)const;

	void ActivateBlenderShaders(
		RAS_IRasterizer* rasty, 
		TCachingInfo& cachingInfo
	)const;

	Material* GetBlenderMaterial() const;
	Image* GetBlenderImage() const;
	MTFace* GetMTFace() const;
	unsigned int* GetMCol() const;
	BL_Texture * getTex (unsigned int idx) { 
		return (idx < MAXTEX) ? mTextures + idx : NULL; 
	}
	Image * getImage (unsigned int idx) { 
		return (idx < MAXTEX && mMaterial) ? mMaterial->img[idx] : NULL; 
	}
	unsigned int* getBlendFunc() {
		return mBlendFunc;
	}
	// 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 void Replace_IScene(SCA_IScene *val);

#ifdef WITH_PYTHON
	// --------------------------------
	virtual PyObject *py_repr(void) { return PyUnicode_From_STR_String(mMaterial->matname); }

	static PyObject *pyattr_get_shader(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject *pyattr_get_materialIndex(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject *pyattr_get_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static int       pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);

	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);
#endif  /* WITH_PYTHON */

	// --------------------------------
	// pre calculate to avoid pops/lag at startup
	virtual void OnConstruction();

	static void	EndFrame();

private:
	BL_Material*		mMaterial;
	BL_Shader*			mShader;
	BL_BlenderShader*	mBlenderShader;
	KX_Scene*		mScene;
	BL_Texture		mTextures[MAXTEX];		// texture array
	bool			mUserDefBlend;
	unsigned int	mBlendFunc[2];
	bool			mModified;
	bool			mConstructed;			// if false, don't clean on exit
	int				mLightLayer;

	void InitTextures();

	void SetBlenderGLSLShader();

	void ActivatGLMaterials( RAS_IRasterizer* rasty )const;
	void ActivateTexGen( RAS_IRasterizer *ras ) const;

	bool UsesLighting(RAS_IRasterizer *rasty) const;
	void GetMaterialRGBAColor(unsigned char *rgba) const;
	Scene* GetBlenderScene() const;
	void ReleaseMaterial();

	// message centers
	void	setTexData( bool enable,RAS_IRasterizer *ras);
	void	setBlenderShaderData( bool enable, RAS_IRasterizer *ras);
	void	setShaderData( bool enable, RAS_IRasterizer *ras);

	void	setObjectMatrixData(int i, RAS_IRasterizer *ras);
	void	setTexMatrixData(int i);

	void	setLightData();

	// cleanup stuff
	void	OnExit();

	// shader chacing
	static BL_BlenderShader *mLastBlenderShader;
	static BL_Shader		*mLastShader;

	mutable int	mPass;
};


#endif