forked from bartvdbraak/blender
82c845425f
Any GLSL materials loaded after lights are LibLoaded will now use the lights in heir shaders. This includes materials loaded from the same scene as the LibLoaded lights. We could later add a new flag to LibLoad to recompile all existing shaders, but this commit should offer a lot more flexibility as is.
89 lines
2.8 KiB
C++
89 lines
2.8 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): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file KX_Light.h
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* \ingroup ketsji
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*/
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#ifndef __KX_LIGHT_H__
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#define __KX_LIGHT_H__
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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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struct Base;
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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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Base* m_base;
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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 RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans);
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void UnbindShadowBuffer(class RAS_IRasterizer *ras);
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struct Image *GetTextureImage(short texslot);
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void Update();
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void UpdateScene(class KX_Scene *kxscene);
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virtual int GetGameObjectType() { return OBJ_LIGHT; }
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#ifdef WITH_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_H__ */
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