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.

This commit is contained in:
Mitchell Stokes
2013-01-12 20:01:58 +00:00
parent 3225131223
commit 4bd3477e29
7 changed files with 38 additions and 1 deletions

View File

@@ -93,6 +93,7 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
m_noOfScanlines(32),
m_motionblur(0),
m_motionblurvalue(-1.0),
m_usingoverrideshader(false),
m_texco_num(0),
m_attrib_num(0),
//m_last_alphablend(GPU_BLEND_SOLID),
@@ -1057,3 +1058,14 @@ short RAS_OpenGLRasterizer::GetAnisotropicFiltering()
{
return (short)GPU_get_anisotropic();
}
void RAS_OpenGLRasterizer::SetUsingOverrideShader(bool val)
{
m_usingoverrideshader = val;
}
bool RAS_OpenGLRasterizer::GetUsingOverrideShader()
{
return m_usingoverrideshader;
}

View File

@@ -103,6 +103,8 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
int m_motionblur;
float m_motionblurvalue;
bool m_usingoverrideshader;
protected:
int m_drawingmode;
TexCoGen m_texco[RAS_MAX_TEXCO];
@@ -320,6 +322,8 @@ public:
virtual void SetAnisotropicFiltering(short level);
virtual short GetAnisotropicFiltering();
virtual void SetUsingOverrideShader(bool val);
virtual bool GetUsingOverrideShader();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_OpenGLRasterizer")