diff options
author | Ulysse Martin <you.le@live.fr> | 2016-01-17 20:41:37 +0300 |
---|---|---|
committer | Thomas Szepe <HG1_public@gmx.net> | 2016-01-17 20:47:14 +0300 |
commit | c4c2bd1350a52e18f973bba7e52e929f94ff6496 (patch) | |
tree | cb0bba24307411a8a601373806b781d49d2343c3 /source/blender/gpu | |
parent | a5c419f4ccb19b0c01f3cbf5929f8a43bc503eff (diff) |
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
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_material.h | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 10 |
2 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index 40b32862e9f..25788c26fea 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -306,6 +306,8 @@ void GPU_lamp_update_buffer_mats(GPULamp *lamp); void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]); void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp); int GPU_lamp_shadow_buffer_type(GPULamp *lamp); +int GPU_lamp_shadow_bind_code(GPULamp *lamp); +float *GPU_lamp_dynpersmat(GPULamp *lamp); void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]); void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy); diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 2c5054c0d62..29e49ca89d3 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -2275,6 +2275,16 @@ int GPU_lamp_shadow_buffer_type(GPULamp *lamp) return lamp->la->shadowmap_type; } +int GPU_lamp_shadow_bind_code(GPULamp *lamp) +{ + return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1; +} + +float *GPU_lamp_dynpersmat(GPULamp *lamp) +{ + return lamp->dynpersmat ? (float *)lamp->dynpersmat : NULL; +} + int GPU_lamp_shadow_layer(GPULamp *lamp) { if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW))) |