/* * ***** 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): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file KX_Light.h * \ingroup ketsji */ #ifndef __KX_LIGHT_H__ #define __KX_LIGHT_H__ #include "RAS_LightObject.h" #include "KX_GameObject.h" struct GPULamp; struct Scene; class KX_Camera; class RAS_IRasterizer; class RAS_IRenderTools; class MT_Transform; class KX_LightObject : public KX_GameObject { Py_Header protected: RAS_LightObject m_lightobj; class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj bool m_glsl; Scene* m_blenderscene; public: KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl); virtual ~KX_LightObject(); virtual CValue* GetReplica(); RAS_LightObject* GetLightData() { return &m_lightobj;} /* OpenGL Light */ bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot); /* GLSL Light */ struct GPULamp *GetGPULamp(); bool HasShadowBuffer(); 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;} virtual int GetGameObjectType() { return OBJ_LIGHT; } #ifdef WITH_PYTHON /* attributes */ static PyObject* pyattr_get_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); static PyObject* pyattr_get_typeconst(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); #endif }; #endif //__KX_LIGHT_H__