Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/CMakeLists.txt2
-rw-r--r--source/gameengine/Rasterizer/RAS_ILightObject.h (renamed from source/gameengine/Rasterizer/RAS_LightObject.h)31
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h7
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp276
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h54
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp32
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h11
8 files changed, 390 insertions, 25 deletions
diff --git a/source/gameengine/Rasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/CMakeLists.txt
index 879115add47..e254bf9b1c5 100644
--- a/source/gameengine/Rasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/CMakeLists.txt
@@ -61,7 +61,7 @@ set(SRC
RAS_ICanvas.h
RAS_IPolygonMaterial.h
RAS_IRasterizer.h
- RAS_LightObject.h
+ RAS_ILightObject.h
RAS_MaterialBucket.h
RAS_MeshObject.h
RAS_ObjectColor.h
diff --git a/source/gameengine/Rasterizer/RAS_LightObject.h b/source/gameengine/Rasterizer/RAS_ILightObject.h
index 79818def5f0..28c5d9aedd7 100644
--- a/source/gameengine/Rasterizer/RAS_LightObject.h
+++ b/source/gameengine/Rasterizer/RAS_ILightObject.h
@@ -20,7 +20,7 @@
*
* The Original Code is: all of this file.
*
- * Contributor(s): none yet.
+ * Contributor(s): Mitchell Stokes
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -32,10 +32,18 @@
#ifndef __RAS_LIGHTOBJECT_H__
#define __RAS_LIGHTOBJECT_H__
-#include "MT_CmMatrix4x4.h"
+class RAS_ICanvas;
-struct RAS_LightObject
+class KX_Camera;
+class KX_Scene;
+
+class MT_Transform;
+
+struct Image;
+
+class RAS_ILightObject
{
+public:
enum LightType {
LIGHT_SPOT,
LIGHT_SUN,
@@ -48,10 +56,8 @@ struct RAS_LightObject
float m_energy;
float m_distance;
-
- float m_red;
- float m_green;
- float m_blue;
+
+ float m_color[3];
float m_att1;
float m_att2;
@@ -62,6 +68,17 @@ struct RAS_LightObject
bool m_nodiffuse;
bool m_nospecular;
+ bool m_glsl;
+
+ virtual ~RAS_ILightObject() {}
+ virtual RAS_ILightObject* Clone() = 0;
+
+ virtual bool HasShadowBuffer() = 0;
+ virtual int GetShadowLayer() = 0;
+ virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0;
+ virtual void UnbindShadowBuffer() = 0;
+ virtual Image *GetTextureImage(short texslot) = 0;
+ virtual void Update() = 0;
};
#endif /* __RAS_LIGHTOBJECT_H__ */
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 887ebc476b0..d7b52213191 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -53,6 +53,7 @@ using namespace std;
class RAS_ICanvas;
class RAS_IPolyMaterial;
class RAS_MeshSlot;
+class RAS_ILightObject;
typedef vector<unsigned short> KX_IndexArray;
typedef vector<RAS_TexVert> KX_VertexArray;
@@ -470,9 +471,11 @@ public:
virtual void PopMatrix() = 0;
- virtual void AddLight(struct RAS_LightObject *lightobject) = 0;
+ virtual RAS_ILightObject *CreateLight() = 0;
- virtual void RemoveLight(struct RAS_LightObject *lightobject) = 0;
+ virtual void AddLight(RAS_ILightObject *lightobject) = 0;
+
+ virtual void RemoveLight(RAS_ILightObject *lightobject) = 0;
virtual void MotionBlur() = 0;
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
index 76ac6316e38..f0410ba891d 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
@@ -50,6 +50,7 @@ set(INC_SYS
set(SRC
RAS_GLExtensionManager.cpp
RAS_ListRasterizer.cpp
+ RAS_OpenGLLight.cpp
RAS_OpenGLRasterizer.cpp
RAS_StorageIM.cpp
RAS_StorageVA.cpp
@@ -58,6 +59,7 @@ set(SRC
RAS_GLExtensionManager.h
RAS_IStorage.h
RAS_ListRasterizer.h
+ RAS_OpenGLLight.h
RAS_OpenGLRasterizer.h
RAS_StorageIM.h
RAS_StorageVA.h
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
new file mode 100644
index 00000000000..91ad2838ccd
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -0,0 +1,276 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Mitchell Stokes
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "GL/glew.h"
+
+#include "RAS_OpenGLLight.h"
+#include "RAS_OpenGLRasterizer.h"
+#include "RAS_ICanvas.h"
+
+#include "MT_CmMatrix4x4.h"
+
+#include "KX_Camera.h"
+#include "KX_Light.h"
+#include "KX_Scene.h"
+
+#include "DNA_lamp_types.h"
+#include "DNA_scene_types.h"
+
+#include "GPU_material.h"
+
+RAS_OpenGLLight::RAS_OpenGLLight(RAS_OpenGLRasterizer *ras)
+ :m_rasterizer(ras)
+{
+}
+
+RAS_OpenGLLight::~RAS_OpenGLLight()
+{
+ GPULamp *lamp;
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+ Lamp *la = (Lamp*)kxlight->GetBlenderObject()->data;
+
+ if ((lamp = GetGPULamp())) {
+ float obmat[4][4] = {{0}};
+ GPU_lamp_update(lamp, 0, 0, obmat);
+ GPU_lamp_update_distance(lamp, la->dist, la->att1, la->att2);
+ GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
+ }
+}
+
+bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot)
+{
+ KX_Scene* lightscene = (KX_Scene*)m_scene;
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+ float vec[4];
+ int scenelayer = ~0;
+
+ if (kxscene && kxscene->GetBlenderScene())
+ scenelayer = kxscene->GetBlenderScene()->lay;
+
+ /* only use lights in the same layer as the object */
+ if (!(m_layer & oblayer))
+ return false;
+ /* only use lights in the same scene, and in a visible layer */
+ if (kxscene != lightscene || !(m_layer & scenelayer))
+ return false;
+
+ // lights don't get their openGL matrix updated, do it now
+ if (kxlight->GetSGNode()->IsDirty())
+ kxlight->GetOpenGLMatrix();
+
+ MT_CmMatrix4x4& worldmatrix= *kxlight->GetOpenGLMatrixPtr();
+
+ vec[0] = worldmatrix(0,3);
+ vec[1] = worldmatrix(1,3);
+ vec[2] = worldmatrix(2,3);
+ vec[3] = 1.0f;
+
+ if (m_type==RAS_ILightObject::LIGHT_SUN) {
+
+ vec[0] = worldmatrix(0,2);
+ vec[1] = worldmatrix(1,2);
+ vec[2] = worldmatrix(2,2);
+ //vec[0] = base->object->obmat[2][0];
+ //vec[1] = base->object->obmat[2][1];
+ //vec[2] = base->object->obmat[2][2];
+ vec[3] = 0.0;
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
+ }
+ else {
+ //vec[3] = 1.0;
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_att1/m_distance);
+ // without this next line it looks backward compatible.
+ //attennuation still is acceptable
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_att2/(m_distance*m_distance));
+
+ if (m_type==RAS_ILightObject::LIGHT_SPOT) {
+ vec[0] = -worldmatrix(0,2);
+ vec[1] = -worldmatrix(1,2);
+ vec[2] = -worldmatrix(2,2);
+ //vec[0] = -base->object->obmat[2][0];
+ //vec[1] = -base->object->obmat[2][1];
+ //vec[2] = -base->object->obmat[2][2];
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPOT_DIRECTION, vec);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, m_spotsize / 2.0f);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
+ }
+ else {
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
+ }
+ }
+
+ if (m_nodiffuse) {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ }
+ else {
+ vec[0] = m_energy*m_color[0];
+ vec[1] = m_energy*m_color[1];
+ vec[2] = m_energy*m_color[2];
+ vec[3] = 1.0;
+ }
+
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
+ if (m_nospecular)
+ {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ }
+ else if (m_nodiffuse) {
+ vec[0] = m_energy*m_color[0];
+ vec[1] = m_energy*m_color[1];
+ vec[2] = m_energy*m_color[2];
+ vec[3] = 1.0;
+ }
+
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
+ glEnable((GLenum)(GL_LIGHT0+slot));
+
+ return true;
+}
+
+GPULamp *RAS_OpenGLLight::GetGPULamp()
+{
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+
+ if (m_glsl)
+ return GPU_lamp_from_blender(kxlight->GetScene()->GetBlenderScene(), kxlight->GetBlenderObject(), kxlight->GetBlenderGroupObject());
+ else
+ return NULL;
+}
+
+
+bool RAS_OpenGLLight::HasShadowBuffer()
+{
+ GPULamp *lamp;
+
+ if ((lamp = GetGPULamp()))
+ return GPU_lamp_has_shadow_buffer(lamp);
+ else
+ return false;
+}
+
+int RAS_OpenGLLight::GetShadowLayer()
+{
+ GPULamp *lamp;
+
+ if ((lamp = GetGPULamp()))
+ return GPU_lamp_shadow_layer(lamp);
+ else
+ return 0;
+}
+
+void RAS_OpenGLLight::BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans)
+{
+ GPULamp *lamp;
+ float viewmat[4][4], winmat[4][4];
+ int winsize;
+
+ /* bind framebuffer */
+ lamp = GetGPULamp();
+ GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat);
+
+ if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE)
+ m_rasterizer->SetUsingOverrideShader(true);
+
+ /* GPU_lamp_shadow_buffer_bind() changes the viewport, so update the canvas */
+ canvas->UpdateViewPort(0, 0, winsize, winsize);
+
+ /* setup camera transformation */
+ MT_Matrix4x4 modelviewmat((float*)viewmat);
+ MT_Matrix4x4 projectionmat((float*)winmat);
+
+ MT_Transform trans = MT_Transform((float*)viewmat);
+ camtrans.invert(trans);
+
+ cam->SetModelviewMatrix(modelviewmat);
+ cam->SetProjectionMatrix(projectionmat);
+
+ cam->NodeSetLocalPosition(camtrans.getOrigin());
+ cam->NodeSetLocalOrientation(camtrans.getBasis());
+ cam->NodeUpdateGS(0);
+
+ /* setup rasterizer transformations */
+ /* SetViewMatrix may use stereomode which we temporarily disable here */
+ RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
+ m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
+ m_rasterizer->SetProjectionMatrix(projectionmat);
+ m_rasterizer->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
+ m_rasterizer->SetStereoMode(stereomode);
+}
+
+void RAS_OpenGLLight::UnbindShadowBuffer()
+{
+ GPULamp *lamp = GetGPULamp();
+ GPU_lamp_shadow_buffer_unbind(lamp);
+
+ if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE)
+ m_rasterizer->SetUsingOverrideShader(false);
+}
+
+Image *RAS_OpenGLLight::GetTextureImage(short texslot)
+{
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+ Lamp *la = (Lamp*)kxlight->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;
+}
+
+void RAS_OpenGLLight::Update()
+{
+ GPULamp *lamp;
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+
+ if ((lamp = GetGPULamp()) != NULL && kxlight->GetSGNode()) {
+ float obmat[4][4];
+ // lights don't get their openGL matrix updated, do it now
+ if (kxlight->GetSGNode()->IsDirty())
+ kxlight->GetOpenGLMatrix();
+ double *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
+
+ for (int i=0; i<4; i++)
+ for (int j=0; j<4; j++, dobmat++)
+ obmat[i][j] = (float)*dobmat;
+
+ GPU_lamp_update(lamp, m_layer, 0, obmat);
+ GPU_lamp_update_colors(lamp, m_color[0], m_color[1],
+ m_color[2], m_energy);
+ GPU_lamp_update_distance(lamp, m_distance, m_att1, m_att2);
+ GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
+ }
+}
+
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h
new file mode 100644
index 00000000000..0c4e5bf41c4
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h
@@ -0,0 +1,54 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Mitchell Stokes
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "RAS_ILightObject.h"
+
+class RAS_OpenGLRasterizer;
+struct GPULamp;
+struct Image;
+
+class RAS_OpenGLLight : public RAS_ILightObject
+{
+
+ RAS_OpenGLRasterizer *m_rasterizer;
+
+ GPULamp *GetGPULamp();
+public:
+ RAS_OpenGLLight(RAS_OpenGLRasterizer *ras);
+ ~RAS_OpenGLLight();
+
+ bool ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot);
+
+ RAS_OpenGLLight* Clone() { return new RAS_OpenGLLight(*this); }
+
+ bool HasShadowBuffer();
+ int GetShadowLayer();
+ void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans);
+ void UnbindShadowBuffer();
+ Image *GetTextureImage(short texslot);
+ void Update();
+};
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 63355696082..1227fe892a3 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -42,9 +42,11 @@
#include "RAS_TexVert.h"
#include "RAS_MeshObject.h"
#include "RAS_Polygon.h"
-#include "RAS_LightObject.h"
+#include "RAS_ILightObject.h"
#include "MT_CmMatrix4x4.h"
+#include "RAS_OpenGLLight.h"
+
#include "RAS_StorageIM.h"
#include "RAS_StorageVA.h"
#include "RAS_StorageVBO.h"
@@ -59,7 +61,6 @@ extern "C"{
// XXX Clean these up <<<
#include "Value.h"
-#include "KX_Light.h"
#include "KX_Scene.h"
#include "KX_RayCast.h"
#include "KX_GameObject.h"
@@ -1187,7 +1188,7 @@ void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& v
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
float glviewmat[16];
unsigned int count;
- std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
+ std::vector<RAS_OpenGLLight*>::iterator lit = m_lights.begin();
for (count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
@@ -1198,10 +1199,9 @@ void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& v
glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
- RAS_LightObject* lightdata = (*lit);
- KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
+ RAS_OpenGLLight* light = (*lit);
- if (kxlight->ApplyLight(kxscene, layer, count))
+ if (light->ApplyFixedFunctionLighting(kxscene, layer, count))
count++;
}
glPopMatrix();
@@ -1243,15 +1243,25 @@ void RAS_OpenGLRasterizer::DisableOpenGLLights()
m_lastlighting = false;
}
-void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject)
+RAS_ILightObject *RAS_OpenGLRasterizer::CreateLight()
{
- m_lights.push_back(lightobject);
+ return new RAS_OpenGLLight(this);
}
-void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject)
+void RAS_OpenGLRasterizer::AddLight(RAS_ILightObject* lightobject)
{
- std::vector<struct RAS_LightObject*>::iterator lit =
- std::find(m_lights.begin(),m_lights.end(),lightobject);
+ RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject);
+ assert(gllight);
+ m_lights.push_back(gllight);
+}
+
+void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject)
+{
+ RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject);
+ assert(gllight);
+
+ std::vector<RAS_OpenGLLight*>::iterator lit =
+ std::find(m_lights.begin(),m_lights.end(),gllight);
if (!(lit==m_lights.end()))
m_lights.erase(lit);
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();