forked from bartvdbraak/blender
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
95 lines
2.2 KiB
C++
95 lines
2.2 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): Mitchell Stokes
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
/** \file RAS_ILightObject.h
|
|
* \ingroup bgerast
|
|
*/
|
|
|
|
#ifndef __RAS_LIGHTOBJECT_H__
|
|
#define __RAS_LIGHTOBJECT_H__
|
|
|
|
class RAS_ICanvas;
|
|
|
|
class KX_Camera;
|
|
class KX_Scene;
|
|
|
|
class MT_Transform;
|
|
class MT_Matrix4x4;
|
|
|
|
struct Image;
|
|
|
|
class RAS_ILightObject
|
|
{
|
|
public:
|
|
enum LightType {
|
|
LIGHT_SPOT,
|
|
LIGHT_SUN,
|
|
LIGHT_NORMAL
|
|
};
|
|
bool m_modified;
|
|
int m_layer;
|
|
void *m_scene;
|
|
void *m_light;
|
|
|
|
float m_energy;
|
|
float m_distance;
|
|
float m_shadowclipstart;
|
|
float m_shadowfrustumsize;
|
|
float m_shadowclipend;
|
|
float m_shadowbias;
|
|
float m_shadowbleedbias;
|
|
short m_shadowmaptype;
|
|
float m_shadowcolor[3];
|
|
|
|
float m_color[3];
|
|
|
|
float m_att1;
|
|
float m_att2;
|
|
float m_spotsize;
|
|
float m_spotblend;
|
|
|
|
LightType m_type;
|
|
|
|
bool m_nodiffuse;
|
|
bool m_nospecular;
|
|
bool m_glsl;
|
|
|
|
virtual ~RAS_ILightObject() {}
|
|
virtual RAS_ILightObject* Clone() = 0;
|
|
|
|
virtual bool HasShadowBuffer() = 0;
|
|
virtual int GetShadowBindCode() = 0;
|
|
virtual MT_Matrix4x4 GetShadowMatrix() = 0;
|
|
virtual int GetShadowLayer() = 0;
|
|
virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0;
|
|
virtual void UnbindShadowBuffer() = 0;
|
|
virtual Image *GetTextureImage(short texslot) = 0;
|
|
virtual void Update() = 0;
|
|
};
|
|
|
|
#endif /* __RAS_LIGHTOBJECT_H__ */
|