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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/Ketsji/KX_Light.h
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
Diffstat (limited to 'source/gameengine/Ketsji/KX_Light.h')
-rw-r--r--source/gameengine/Ketsji/KX_Light.h11
1 files changed, 8 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h
index 62eb26c61a8..e5dbf0b7f4a 100644
--- a/source/gameengine/Ketsji/KX_Light.h
+++ b/source/gameengine/Ketsji/KX_Light.h
@@ -33,6 +33,7 @@
#include "KX_GameObject.h"
struct GPULamp;
+struct Scene;
class KX_Camera;
class RAS_IRasterizer;
class RAS_IRenderTools;
@@ -44,16 +45,18 @@ class KX_LightObject : public KX_GameObject
protected:
RAS_LightObject m_lightobj;
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
- struct GPULamp *m_gpulamp;
- static char doc[];
+ bool m_glsl;
+ Scene* m_blenderscene;
+ static char doc[];
public:
- KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, struct GPULamp *gpulamp, PyTypeObject *T = &Type);
+ KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl, PyTypeObject *T = &Type);
virtual ~KX_LightObject();
virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;}
/* GLSL shadow */
+ struct GPULamp *GetGPULamp();
bool HasShadowBuffer();
int GetShadowLayer();
void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans);
@@ -62,6 +65,8 @@ public:
virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
+
+ virtual bool IsLight(void) { return true; }
};
#endif //__KX_LIGHT