blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h
Ulysse Martin c4c2bd1350 BGE: Allow access to light shadow settings with python
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
2016-01-17 18:47:14 +01:00

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