forked from bartvdbraak/blender
b9211135ef
from Mitchell Stokes (moguri)
84 lines
2.7 KiB
C++
84 lines
2.7 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., 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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#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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void UpdateScene(class KX_Scene *kxscene) {m_lightobj.m_scene = (void*)kxscene;}
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virtual int GetGameObjectType() { return OBJ_LIGHT; }
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#ifndef DISABLE_PYTHON
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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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#endif
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};
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#endif //__KX_LIGHT
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