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source/gameengine/Rasterizer/RAS_ILightObject.h
| Show First 20 Lines • Show All 68 Lines • ▼ Show 20 Lines | public: | ||||
| bool m_nodiffuse; | bool m_nodiffuse; | ||||
| bool m_nospecular; | bool m_nospecular; | ||||
| bool m_glsl; | bool m_glsl; | ||||
| virtual ~RAS_ILightObject() {} | virtual ~RAS_ILightObject() {} | ||||
| virtual RAS_ILightObject* Clone() = 0; | virtual RAS_ILightObject* Clone() = 0; | ||||
| virtual bool HasShadowBuffer() = 0; | virtual bool HasShadowBuffer() = 0; | ||||
| virtual bool NeedShadowUpdate() = 0; | |||||
| virtual void SetStaticShadow(bool staticshadow) = 0; | |||||
| virtual bool GetStaticShadow() = 0; | |||||
| virtual void RequestShadowUpdate() = 0; | |||||
| virtual int GetShadowLayer() = 0; | virtual int GetShadowLayer() = 0; | ||||
| virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0; | virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0; | ||||
| virtual void UnbindShadowBuffer() = 0; | virtual void UnbindShadowBuffer() = 0; | ||||
| virtual Image *GetTextureImage(short texslot) = 0; | virtual Image *GetTextureImage(short texslot) = 0; | ||||
| virtual void Update() = 0; | virtual void Update() = 0; | ||||
| }; | }; | ||||
| #endif /* __RAS_LIGHTOBJECT_H__ */ | #endif /* __RAS_LIGHTOBJECT_H__ */ | ||||