Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 |
class ShadowBitmapMaterial extends BitmapMaterial native; var const transient int TextureInterfaces[2]; var Actor ShadowActor; var vector LightDirection; var float LightDistance, LightFOV; var bool Dirty, Invalid, bBlobShadow; var float CullDistance; var byte ShadowDarkness; var BitmapMaterial BlobShadow; cpptext { virtual void Destroy(); virtual FBaseTexture* GetRenderInterface(); virtual UBitmapMaterial* Get(FTime Time,UViewport* Viewport); #if IG_SHARED // rowan: GetShadowLocation, needed for shadow projector culling FVector GetShadowLocation(); #endif #if IG_DYNAMIC_SHADOW_DETAIL // rowan: native change shadow resolution void SetResolution(INT Resolution); #endif } #if IG_SHARED // rowan: script interface for native GetShadowLocation native final function vector GetShadowLocation(); #endif #if IG_DYNAMIC_SHADOW_DETAIL // rowan: script change shadow resolution native final function SetResolution(INT Resolution); #endif // // Default properties // defaultproperties { Format=TEXF_RGBA8 UClampMode=TC_Clamp VClampMode=TC_Clamp USize=128 VSize=128 UClamp=128 VClamp=128 UBits=7 VBits=7 Dirty=True Invalid=False BlobShadow=Texture'Engine_res.BlobTexture' ShadowDarkness=255 #if IG_RENDERER // rowan: set Materialtype for quick casts MaterialType = MT_ShadowBitmapMaterial #endif } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |