#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
		
			
				
	
	
		
			80 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version. The Blender
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 * Foundation also sells licenses for use in proprietary software under
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 * the Blender License.  See http://www.blender.org/BL/ for information
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 * about this.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL/BL DUAL LICENSE BLOCK *****
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 */
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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#include "KX_Light.h"
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#include "RAS_IRenderTools.h"
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KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
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							   class RAS_IRenderTools* rendertools,
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							   const RAS_LightObject&	lightobj
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							   )
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 :
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	KX_GameObject(sgReplicationInfo,callbacks),
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		m_rendertools(rendertools)
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{
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	m_lightobj = lightobj;
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	m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
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	m_rendertools->AddLight(&m_lightobj);
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};
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KX_LightObject::~KX_LightObject()
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{
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	m_rendertools->RemoveLight(&m_lightobj);
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}
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CValue*		KX_LightObject::GetReplica()
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{
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	KX_LightObject* replica = new KX_LightObject(*this);
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	// this will copy properties and so on...
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	CValue::AddDataToReplica(replica);
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	ProcessReplica(replica);
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	replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
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	m_rendertools->AddLight(&replica->m_lightobj);
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	return replica;
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}
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