forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
104 lines
2.3 KiB
C++
104 lines
2.3 KiB
C++
/**
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* $Id$
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*
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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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#ifndef __BLENDERWORLDINFO_H
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#define __BLENDERWORLDINFO_H
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#include "MT_CmMatrix4x4.h"
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#include "KX_WorldInfo.h"
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#include "KX_BlenderGL.h"
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class BlenderWorldInfo : public KX_WorldInfo
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{
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bool m_hasworld;
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float m_backgroundred;
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float m_backgroundgreen;
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float m_backgroundblue;
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bool m_hasmist;
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float m_miststart;
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float m_mistdistance;
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float m_mistred;
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float m_mistgreen;
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float m_mistblue;
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float m_ambientred;
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float m_ambientgreen;
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float m_ambientblue;
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public:
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BlenderWorldInfo(struct World* blenderworld);
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~BlenderWorldInfo();
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bool hasWorld();
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bool hasMist();
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float getBackColorRed();
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float getBackColorGreen();
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float getBackColorBlue();
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float getAmbientColorRed();
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float getAmbientColorGreen();
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float getAmbientColorBlue();
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float getMistStart();
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float getMistDistance();
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float getMistColorRed();
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float getMistColorGreen();
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float getMistColorBlue();
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void
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setMistStart(
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float d
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);
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void
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setMistDistance(
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float d
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);
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void
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setMistColorRed(
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float d
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);
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void
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setMistColorGreen(
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float d
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);
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void
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setMistColorBlue(
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float d
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);
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};
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#endif //__BLENDERWORLDINFO_H
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