99fdf27af9
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
/**
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#ifndef __KX_LIGHT
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#define __KX_LIGHT
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#include "RAS_LightObject.h"
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#include "KX_GameObject.h"
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struct GPULamp;
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class KX_Camera;
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class RAS_IRasterizer;
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class RAS_IRenderTools;
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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_LightObject m_lightobj;
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class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
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struct GPULamp *m_gpulamp;
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static char doc[];
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public:
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KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, struct GPULamp *gpulamp, PyTypeObject *T = &Type);
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virtual ~KX_LightObject();
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virtual CValue* GetReplica();
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RAS_LightObject* GetLightData() { return &m_lightobj;}
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/* GLSL shadow */
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bool HasShadowBuffer();
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int GetShadowLayer();
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void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans);
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void UnbindShadowBuffer(class RAS_IRasterizer *ras);
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void Update();
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virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
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virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
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};
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#endif //__KX_LIGHT
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