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source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h
| Show All 29 Lines | |||||
| class RAS_OpenGLRasterizer; | class RAS_OpenGLRasterizer; | ||||
| struct GPULamp; | struct GPULamp; | ||||
| struct Image; | struct Image; | ||||
| class RAS_OpenGLLight : public RAS_ILightObject | class RAS_OpenGLLight : public RAS_ILightObject | ||||
| { | { | ||||
| RAS_OpenGLRasterizer *m_rasterizer; | RAS_OpenGLRasterizer *m_rasterizer; | ||||
| bool m_staticShadow; | |||||
| bool m_requestShadowUpdate; | |||||
| GPULamp *GetGPULamp(); | GPULamp *GetGPULamp(); | ||||
| public: | public: | ||||
| RAS_OpenGLLight(RAS_OpenGLRasterizer *ras); | RAS_OpenGLLight(RAS_OpenGLRasterizer *ras); | ||||
| ~RAS_OpenGLLight(); | ~RAS_OpenGLLight(); | ||||
| bool ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot); | bool ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot); | ||||
| RAS_OpenGLLight* Clone() { return new RAS_OpenGLLight(*this); } | RAS_OpenGLLight* Clone() { return new RAS_OpenGLLight(*this); } | ||||
| bool HasShadowBuffer(); | bool HasShadowBuffer(); | ||||
| bool NeedShadowUpdate(); | |||||
| void SetStaticShadow(bool staticshadow); | |||||
| bool GetStaticShadow(); | |||||
| void RequestShadowUpdate(); | |||||
| int GetShadowLayer(); | int GetShadowLayer(); | ||||
| void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans); | void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans); | ||||
| void UnbindShadowBuffer(); | void UnbindShadowBuffer(); | ||||
| Image *GetTextureImage(short texslot); | Image *GetTextureImage(short texslot); | ||||
| void Update(); | void Update(); | ||||
| void SetShadowUpdateState(short state); | |||||
| }; | }; | ||||