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authorDaniel Stokes <kupomail@gmail.com>2012-05-01 06:50:17 +0400
committerDaniel Stokes <kupomail@gmail.com>2012-05-01 06:50:17 +0400
commitae4fda82b026ae6e2b003c1105f329b7e76582b0 (patch)
tree1dfe2a3f3e1dd3dabe22c51a96ffdc07575f1bc5 /source/gameengine/Ketsji
parent7cb037db8628c0522fb8c143d461e2054b616771 (diff)
Merging phase 1 of the BGE Harmony branch:
* Shadow color now usable in the BGE * Simplified the shadow panel while "Blender Game" renderer is active * Added variance shadow maps for the BGE * Buffered shadows on sun lamps in the BGE (orthographic) * Light textures in the BGE
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp17
-rw-r--r--source/gameengine/Ketsji/KX_Light.h1
2 files changed, 18 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index 7e9d95b37a2..5922e97aaf4 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -45,6 +45,7 @@
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
+#include "DNA_lamp_types.h"
#include "GPU_material.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
@@ -267,6 +268,22 @@ void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
GPU_lamp_shadow_buffer_unbind(lamp);
}
+struct Image *KX_LightObject::GetTextureImage(short texslot)
+{
+ Lamp *la = (Lamp*)GetBlenderObject()->data;
+
+ if (texslot >= MAX_MTEX || texslot < 0)
+ {
+ printf("KX_LightObject::GetTextureImage(): texslot exceeds slot bounds (0-%d)\n", MAX_MTEX-1);
+ return NULL;
+ }
+
+ if (la->mtex[texslot])
+ return la->mtex[texslot]->tex->ima;
+
+ return NULL;
+}
+
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h
index c2815e7afaa..9fe13f471ba 100644
--- a/source/gameengine/Ketsji/KX_Light.h
+++ b/source/gameengine/Ketsji/KX_Light.h
@@ -66,6 +66,7 @@ public:
int GetShadowLayer();
void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans);
void UnbindShadowBuffer(class RAS_IRasterizer *ras);
+ struct Image *GetTextureImage(short texslot);
void Update();
void UpdateScene(class KX_Scene *kxscene) {m_lightobj.m_scene = (void*)kxscene;}