forked from bartvdbraak/blender
6b9f3b5f5c
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
80 lines
2.5 KiB
C++
80 lines
2.5 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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struct Scene;
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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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bool m_glsl;
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Scene* m_blenderscene;
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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, bool glsl);
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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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/* 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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struct GPULamp *GetGPULamp();
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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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/* 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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virtual bool IsLight(void) { return true; }
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};
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#endif //__KX_LIGHT
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