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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/VideoTexture/Texture.cpp
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/VideoTexture/Texture.cpp')
-rw-r--r--source/gameengine/VideoTexture/Texture.cpp19
1 files changed, 19 insertions, 0 deletions
diff --git a/source/gameengine/VideoTexture/Texture.cpp b/source/gameengine/VideoTexture/Texture.cpp
index 40e9f899ef0..382d3d0bc32 100644
--- a/source/gameengine/VideoTexture/Texture.cpp
+++ b/source/gameengine/VideoTexture/Texture.cpp
@@ -30,6 +30,7 @@ http://www.gnu.org/copyleft/lesser.txt.
#include <structmember.h>
#include <KX_GameObject.h>
+#include <KX_Light.h>
#include <RAS_MeshObject.h>
#include <DNA_mesh_types.h>
#include <DNA_meshdata_types.h>
@@ -59,6 +60,7 @@ http://www.gnu.org/copyleft/lesser.txt.
// Blender GameObject type
BlendType<KX_GameObject> gameObjectType ("KX_GameObject");
+BlendType<KX_LightObject> lightObjectType ("KX_LightObject");
// load texture
@@ -105,6 +107,16 @@ RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID)
return NULL;
}
+// get pointer to a lamp
+KX_LightObject * getLamp(PyObject *obj)
+{
+ // if object is available
+ if (obj == NULL) return NULL;
+
+ // returns NULL if obj is not a KX_LightObject
+ return lightObjectType.checkType(obj);
+}
+
// get material ID
short getMaterialID(PyObject * obj, const char *name)
@@ -206,6 +218,7 @@ int Texture_init (Texture *self, PyObject *args, PyObject *kwds)
{
// get pointer to texture image
RAS_IPolyMaterial * mat = getMaterial(obj, matID);
+ KX_LightObject * lamp = getLamp(obj);
if (mat != NULL)
{
// is it blender material or polygon material
@@ -227,6 +240,12 @@ int Texture_init (Texture *self, PyObject *args, PyObject *kwds)
self->m_useMatTexture = false;
}
}
+ else if (lamp != NULL)
+ {
+ self->m_imgTexture = lamp->GetTextureImage(texID);
+ self->m_useMatTexture = false;
+ }
+
// check if texture is available, if not, initialization failed
if (self->m_imgTexture == NULL && self->m_matTexture == NULL)
// throw exception if initialization failed