blender/source/gameengine/Ketsji/KX_Light.h
Daniel Stokes ae4fda82b0 Merging phase 1 of the BGE Harmony branch:
* Shadow color now usable in the BGE
 * Simplified the shadow panel while "Blender Game" renderer is active
 * Added variance shadow maps for the BGE
 * Buffered shadows on sun lamps in the BGE (orthographic)
 * Light textures in the BGE
2012-05-01 02:50:17 +00:00

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2.8 KiB
C++

/*
* ***** 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 KX_Light.h
* \ingroup ketsji
*/
#ifndef __KX_LIGHT_H__
#define __KX_LIGHT_H__
#include "RAS_LightObject.h"
#include "KX_GameObject.h"
struct GPULamp;
struct Scene;
class KX_Camera;
class RAS_IRasterizer;
class RAS_IRenderTools;
class MT_Transform;
class KX_LightObject : public KX_GameObject
{
Py_Header
protected:
RAS_LightObject m_lightobj;
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
bool m_glsl;
Scene* m_blenderscene;
public:
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl);
virtual ~KX_LightObject();
virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;}
/* OpenGL Light */
bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot);
/* GLSL Light */
struct GPULamp *GetGPULamp();
bool HasShadowBuffer();
int GetShadowLayer();
void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans);
void UnbindShadowBuffer(class RAS_IRasterizer *ras);
struct Image *GetTextureImage(short texslot);
void Update();
void UpdateScene(class KX_Scene *kxscene) {m_lightobj.m_scene = (void*)kxscene;}
virtual int GetGameObjectType() { return OBJ_LIGHT; }
#ifdef WITH_PYTHON
/* attributes */
static PyObject* pyattr_get_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject* value);
static PyObject* pyattr_get_typeconst(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject* value);
#endif
};
#endif //__KX_LIGHT_H__