blender/source/gameengine/Rasterizer/RAS_ILightObject.h
Mitchell Stokes df9d6737b9 BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject
The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
2014-03-27 22:32:06 -07:00

85 lines
1.9 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 *****
*/
/** \file RAS_LightObject.h
* \ingroup bgerast
*/
#ifndef __RAS_LIGHTOBJECT_H__
#define __RAS_LIGHTOBJECT_H__
class RAS_ICanvas;
class KX_Camera;
class KX_Scene;
class MT_Transform;
struct Image;
class RAS_ILightObject
{
public:
enum LightType {
LIGHT_SPOT,
LIGHT_SUN,
LIGHT_NORMAL
};
bool m_modified;
int m_layer;
void *m_scene;
void *m_light;
float m_energy;
float m_distance;
float m_color[3];
float m_att1;
float m_att2;
float m_spotsize;
float m_spotblend;
LightType m_type;
bool m_nodiffuse;
bool m_nospecular;
bool m_glsl;
virtual ~RAS_ILightObject() {}
virtual RAS_ILightObject* Clone() = 0;
virtual bool HasShadowBuffer() = 0;
virtual int GetShadowLayer() = 0;
virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0;
virtual void UnbindShadowBuffer() = 0;
virtual Image *GetTextureImage(short texslot) = 0;
virtual void Update() = 0;
};
#endif /* __RAS_LIGHTOBJECT_H__ */