Merging phase 1 of the BGE Harmony branch:

* Shadow color now usable in the BGE
 * Simplified the shadow panel while "Blender Game" renderer is active
 * Added variance shadow maps for the BGE
 * Buffered shadows on sun lamps in the BGE (orthographic)
 * Light textures in the BGE
This commit is contained in:
Daniel Stokes
2012-05-01 02:50:17 +00:00
parent 7cb037db86
commit ae4fda82b0
29 changed files with 2414 additions and 1705 deletions

View File

@@ -30,6 +30,7 @@ http://www.gnu.org/copyleft/lesser.txt.
#include <structmember.h>
#include <KX_GameObject.h>
#include <KX_Light.h>
#include <RAS_MeshObject.h>
#include <DNA_mesh_types.h>
#include <DNA_meshdata_types.h>
@@ -59,6 +60,7 @@ http://www.gnu.org/copyleft/lesser.txt.
// Blender GameObject type
BlendType<KX_GameObject> gameObjectType ("KX_GameObject");
BlendType<KX_LightObject> lightObjectType ("KX_LightObject");
// load texture
@@ -105,6 +107,16 @@ RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID)
return NULL;
}
// get pointer to a lamp
KX_LightObject * getLamp(PyObject *obj)
{
// if object is available
if (obj == NULL) return NULL;
// returns NULL if obj is not a KX_LightObject
return lightObjectType.checkType(obj);
}
// get material ID
short getMaterialID(PyObject * obj, const char *name)
@@ -206,6 +218,7 @@ int Texture_init (Texture *self, PyObject *args, PyObject *kwds)
{
// get pointer to texture image
RAS_IPolyMaterial * mat = getMaterial(obj, matID);
KX_LightObject * lamp = getLamp(obj);
if (mat != NULL)
{
// is it blender material or polygon material
@@ -227,6 +240,12 @@ int Texture_init (Texture *self, PyObject *args, PyObject *kwds)
self->m_useMatTexture = false;
}
}
else if (lamp != NULL)
{
self->m_imgTexture = lamp->GetTextureImage(texID);
self->m_useMatTexture = false;
}
// check if texture is available, if not, initialization failed
if (self->m_imgTexture == NULL && self->m_matTexture == NULL)
// throw exception if initialization failed