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blender-archive/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h
Campbell Barton 8c68ed6df1 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 02:40:00 +11:00

49 lines
1.5 KiB
C++

/*
* 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.
*/
#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 GetShadowBindCode();
MT_Matrix4x4 GetShadowMatrix();
int GetShadowLayer();
void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans);
void UnbindShadowBuffer();
Image *GetTextureImage(short texslot);
void Update();
};