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
57 lines
1.6 KiB
C++
57 lines
1.6 KiB
C++
/*
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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): Mitchell Stokes
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "RAS_ILightObject.h"
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class RAS_OpenGLRasterizer;
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struct GPULamp;
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struct Image;
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class RAS_OpenGLLight : public RAS_ILightObject
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{
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RAS_OpenGLRasterizer *m_rasterizer;
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GPULamp *GetGPULamp();
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public:
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RAS_OpenGLLight(RAS_OpenGLRasterizer *ras);
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~RAS_OpenGLLight();
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bool ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot);
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RAS_OpenGLLight* Clone() { return new RAS_OpenGLLight(*this); }
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bool HasShadowBuffer();
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int GetShadowBindCode();
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MT_Matrix4x4 GetShadowMatrix();
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int GetShadowLayer();
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void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans);
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void UnbindShadowBuffer();
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Image *GetTextureImage(short texslot);
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void Update();
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};
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