BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do not work in the viewport nor do they work for Variance shadow maps.
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@@ -93,6 +93,7 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
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m_noOfScanlines(32),
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m_motionblur(0),
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m_motionblurvalue(-1.0),
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m_usingoverrideshader(false),
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m_texco_num(0),
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m_attrib_num(0),
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//m_last_alphablend(GPU_BLEND_SOLID),
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@@ -1057,3 +1058,14 @@ short RAS_OpenGLRasterizer::GetAnisotropicFiltering()
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{
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return (short)GPU_get_anisotropic();
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}
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void RAS_OpenGLRasterizer::SetUsingOverrideShader(bool val)
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{
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m_usingoverrideshader = val;
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}
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bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
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{
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return m_usingoverrideshader;
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}
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@@ -103,6 +103,8 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
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int m_motionblur;
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float m_motionblurvalue;
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bool m_usingoverrideshader;
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protected:
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int m_drawingmode;
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TexCoGen m_texco[RAS_MAX_TEXCO];
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@@ -320,6 +322,8 @@ public:
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virtual void SetAnisotropicFiltering(short level);
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virtual short GetAnisotropicFiltering();
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virtual void SetUsingOverrideShader(bool val);
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virtual bool GetUsingOverrideShader();
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_OpenGLRasterizer")
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