2011-02-22 10:33:14 +00:00
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/*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-02-22 10:33:14 +00:00
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/** \file KX_Light.h
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* \ingroup ketsji
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*/
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2012-02-23 10:41:31 +00:00
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#ifndef __KX_LIGHT_H__
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#define __KX_LIGHT_H__
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2002-10-12 11:37:38 +00:00
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#include "RAS_LightObject.h"
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#include "KX_GameObject.h"
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2008-07-10 12:47:20 +00:00
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struct GPULamp;
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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struct Scene;
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2008-07-10 12:47:20 +00:00
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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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2002-10-12 11:37:38 +00:00
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class KX_LightObject : public KX_GameObject
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{
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2011-11-06 01:39:36 +00:00
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Py_Header
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2004-05-30 11:09:46 +00:00
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protected:
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2002-10-12 11:37:38 +00:00
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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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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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bool m_glsl;
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Scene* m_blenderscene;
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2002-10-12 11:37:38 +00:00
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public:
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2009-06-28 11:22:26 +00:00
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KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl);
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2002-10-12 11:37:38 +00:00
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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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2008-07-10 12:47:20 +00:00
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2009-06-09 13:51:32 +00:00
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/* OpenGL Light */
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bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot);
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/* GLSL Light */
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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struct GPULamp *GetGPULamp();
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2008-07-10 12:47:20 +00:00
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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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2009-09-29 22:49:33 +00:00
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2010-03-10 07:41:16 +00:00
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void UpdateScene(class KX_Scene *kxscene) {m_lightobj.m_scene = (void*)kxscene;}
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2009-09-29 22:49:33 +00:00
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virtual int GetGameObjectType() { return OBJ_LIGHT; }
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2009-04-21 23:15:18 +00:00
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/* attributes */
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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_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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2009-09-29 21:42:40 +00:00
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#endif
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2002-10-12 11:37:38 +00:00
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};
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2012-02-23 10:41:31 +00:00
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#endif //__KX_LIGHT_H__
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2002-10-30 02:07:20 +00:00
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