c4c2bd1350
This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows. Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1 Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1690
102 lines
4.6 KiB
C++
102 lines
4.6 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file KX_Light.h
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* \ingroup ketsji
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*/
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#ifndef __KX_LIGHT_H__
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#define __KX_LIGHT_H__
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#include "KX_GameObject.h"
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#define MAX_LIGHT_LAYERS ((1 << 20) - 1)
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struct GPULamp;
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struct Scene;
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struct Base;
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class KX_Camera;
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class RAS_IRasterizer;
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class RAS_ILightObject;
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class MT_Transform;
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class KX_LightObject : public KX_GameObject
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{
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Py_Header
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protected:
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RAS_ILightObject* m_lightobj;
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class RAS_IRasterizer* m_rasterizer; //needed for registering and replication of lightobj
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Scene* m_blenderscene;
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Base* m_base;
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public:
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KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,RAS_ILightObject* lightobj, bool glsl);
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virtual ~KX_LightObject();
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virtual CValue* GetReplica();
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RAS_ILightObject* GetLightData() { return m_lightobj;}
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void UpdateScene(class KX_Scene *kxscene);
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virtual void SetLayer(int layer);
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virtual int GetGameObjectType() { return OBJ_LIGHT; }
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#ifdef WITH_PYTHON
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/* attributes */
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static PyObject* pyattr_get_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject *pyattr_get_shadow_clip_start(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_clip_end(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_frustum_size(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_bind_code(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_bleed_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_map_type(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_active(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_matrix(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_lin_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_lin_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_quad_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_quad_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_spotsize(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_spotsize(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_spotblend(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_spotblend(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_typeconst(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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#endif
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};
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#endif /* __KX_LIGHT_H__ */
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