diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2014-03-28 09:32:06 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-03-28 09:32:06 +0400 |
commit | df9d6737b912b71fb91579b43ea6c7786d88f803 (patch) | |
tree | 0466230d0ce29d297888826f623426728243a995 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h | |
parent | 3ec0c73211d6786664a303a7413cae4e67ef6cf5 (diff) |
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.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h index ae9e89cd8cc..1334ddb2a26 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h @@ -46,6 +46,7 @@ using namespace std; class RAS_IStorage; class RAS_ICanvas; +class RAS_OpenGLLight; #define RAS_MAX_TEXCO 8 /* match in BL_Material */ #define RAS_MAX_ATTRIB 16 /* match in BL_BlenderShader */ @@ -117,7 +118,7 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer /* Render tools */ void *m_clientobject; void *m_auxilaryClientInfo; - std::vector<struct RAS_LightObject *> m_lights; + std::vector<RAS_OpenGLLight *> m_lights; int m_lastlightlayer; bool m_lastlighting; void *m_lastauxinfo; @@ -315,9 +316,11 @@ public: bool RayHit(struct KX_ClientObjectInfo *client, class KX_RayCast *result, void * const data); bool NeedRayCast(struct KX_ClientObjectInfo *) { return true; } - void AddLight(struct RAS_LightObject *lightobject); - void RemoveLight(struct RAS_LightObject *lightobject); - int ApplyLights(int objectlayer, const MT_Transform &viewmat); + RAS_ILightObject* CreateLight(); + void AddLight(RAS_ILightObject* lightobject); + + void RemoveLight(RAS_ILightObject* lightobject); + int ApplyLights(int objectlayer, const MT_Transform& viewmat); void MotionBlur(); |