forked from bartvdbraak/blender
209a2ede2c
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
80 lines
2.1 KiB
C++
80 lines
2.1 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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#include "KX_Light.h"
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#include "RAS_IRenderTools.h"
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KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
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class RAS_IRenderTools* rendertools,
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const RAS_LightObject& lightobj
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)
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:
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KX_GameObject(sgReplicationInfo,callbacks),
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m_rendertools(rendertools)
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{
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m_lightobj = lightobj;
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m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
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m_rendertools->AddLight(&m_lightobj);
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};
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KX_LightObject::~KX_LightObject()
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{
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m_rendertools->RemoveLight(&m_lightobj);
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}
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CValue* KX_LightObject::GetReplica()
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{
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KX_LightObject* replica = new KX_LightObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
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m_rendertools->AddLight(&replica->m_lightobj);
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return replica;
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}
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