/** * $Id$ * ***** BEGIN GPL LICENSE BLOCK ***** * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifdef HAVE_CONFIG_H #include #endif #ifdef WIN32 #pragma warning (disable : 4786) #endif #include "KX_Light.h" #include "KX_Camera.h" #include "RAS_IRasterizer.h" #include "RAS_IRenderTools.h" #include "KX_PyMath.h" #include "DNA_object_types.h" #include "GPU_material.h" KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, class RAS_IRenderTools* rendertools, const RAS_LightObject& lightobj, bool glsl, PyTypeObject* T ) : KX_GameObject(sgReplicationInfo,callbacks,T), m_rendertools(rendertools) { m_lightobj = lightobj; m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr(); m_lightobj.m_scene = sgReplicationInfo; m_rendertools->AddLight(&m_lightobj); m_glsl = glsl; m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene(); }; KX_LightObject::~KX_LightObject() { GPULamp *lamp; if((lamp = GetGPULamp())) { float obmat[4][4] = {{0}}; GPU_lamp_update(lamp, 0, obmat); } m_rendertools->RemoveLight(&m_lightobj); } CValue* KX_LightObject::GetReplica() { KX_LightObject* replica = new KX_LightObject(*this); replica->ProcessReplica(); replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr(); m_rendertools->AddLight(&replica->m_lightobj); return replica; } GPULamp *KX_LightObject::GetGPULamp() { if(m_glsl) return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject()); else return false; } void KX_LightObject::Update() { GPULamp *lamp; if((lamp = GetGPULamp()) != NULL && GetSGNode()) { float obmat[4][4]; // lights don't get their openGL matrix updated, do it now if (GetSGNode()->IsDirty()) GetOpenGLMatrix(); double *dobmat = GetOpenGLMatrixPtr()->getPointer(); for(int i=0; i<4; i++) for(int j=0; j<4; j++, dobmat++) obmat[i][j] = (float)*dobmat; GPU_lamp_update(lamp, m_lightobj.m_layer, obmat); GPU_lamp_update_colors(lamp, m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue, m_lightobj.m_energy); } } bool KX_LightObject::HasShadowBuffer() { GPULamp *lamp; if((lamp = GetGPULamp())) return GPU_lamp_has_shadow_buffer(lamp); else return false; } int KX_LightObject::GetShadowLayer() { GPULamp *lamp; if((lamp = GetGPULamp())) return GPU_lamp_shadow_layer(lamp); else return 0; } void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans) { GPULamp *lamp; float viewmat[4][4], winmat[4][4]; int winsize; /* bind framebuffer */ lamp = GetGPULamp(); GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat); /* setup camera transformation */ MT_Matrix4x4 modelviewmat((float*)viewmat); MT_Matrix4x4 projectionmat((float*)winmat); MT_Transform trans = MT_Transform((float*)viewmat); camtrans.invert(trans); cam->SetModelviewMatrix(modelviewmat); cam->SetProjectionMatrix(projectionmat); cam->NodeSetLocalPosition(camtrans.getOrigin()); cam->NodeSetLocalOrientation(camtrans.getBasis()); cam->NodeUpdateGS(0); /* setup rasterizer transformations */ ras->SetProjectionMatrix(projectionmat); ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective); } void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras) { GPULamp *lamp = GetGPULamp(); GPU_lamp_shadow_buffer_unbind(lamp); } /* ------------------------------------------------------------------------- */ /* Python Integration Hooks */ /* ------------------------------------------------------------------------- */ PyObject* KX_LightObject::py_getattro_dict() { py_getattro_dict_up(KX_GameObject); } PyTypeObject KX_LightObject::Type = { #if (PY_VERSION_HEX >= 0x02060000) PyVarObject_HEAD_INIT(NULL, 0) #else /* python 2.5 and below */ PyObject_HEAD_INIT( NULL ) /* required py macro */ 0, /* ob_size */ #endif "KX_LightObject", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0,0, &KX_GameObject::Mapping, 0,0,0, py_base_getattro, py_base_setattro, 0,0,0,0,0,0,0,0,0, Methods }; PyParentObject KX_LightObject::Parents[] = { &KX_LightObject::Type, &KX_GameObject::Type, &SCA_IObject::Type, &CValue::Type, NULL }; PyMethodDef KX_LightObject::Methods[] = { {NULL,NULL} //Sentinel }; PyAttributeDef KX_LightObject::Attributes[] = { KX_PYATTRIBUTE_INT_RW("layer", 1, 20, true, KX_LightObject, m_lightobj.m_layer), KX_PYATTRIBUTE_FLOAT_RW("energy", 0, 10, KX_LightObject, m_lightobj.m_energy), KX_PYATTRIBUTE_FLOAT_RW("distance", 0.01, 5000, KX_LightObject, m_lightobj.m_distance), KX_PYATTRIBUTE_RW_FUNCTION("color", KX_LightObject, pyattr_get_color, pyattr_set_color), KX_PYATTRIBUTE_RW_FUNCTION("colour", KX_LightObject, pyattr_get_color, pyattr_set_color), KX_PYATTRIBUTE_FLOAT_RW("lin_attenuation", 0, 1, KX_LightObject, m_lightobj.m_att1), KX_PYATTRIBUTE_FLOAT_RW("quad_attenuation", 0, 1, KX_LightObject, m_lightobj.m_att2), KX_PYATTRIBUTE_FLOAT_RW("spotsize", 1, 180, KX_LightObject, m_lightobj.m_spotsize), KX_PYATTRIBUTE_FLOAT_RW("spotblend", 0, 1, KX_LightObject, m_lightobj.m_spotblend), KX_PYATTRIBUTE_RO_FUNCTION("SPOT", KX_LightObject, pyattr_get_typeconst), KX_PYATTRIBUTE_RO_FUNCTION("SUN", KX_LightObject, pyattr_get_typeconst), KX_PYATTRIBUTE_RO_FUNCTION("NORMAL", KX_LightObject, pyattr_get_typeconst), KX_PYATTRIBUTE_RW_FUNCTION("type", KX_LightObject, pyattr_get_type, pyattr_set_type), { NULL } //Sentinel }; PyObject* KX_LightObject::pyattr_get_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_LightObject* self = static_cast(self_v); return Py_BuildValue("[fff]", self->m_lightobj.m_red, self->m_lightobj.m_green, self->m_lightobj.m_blue); } int KX_LightObject::pyattr_set_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { KX_LightObject* self = static_cast(self_v); MT_Vector3 color; if (PyVecTo(value, color)) { self->m_lightobj.m_red = color[0]; self->m_lightobj.m_green = color[1]; self->m_lightobj.m_blue = color[2]; return PY_SET_ATTR_SUCCESS; } return PY_SET_ATTR_FAIL; } PyObject* KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { PyObject* retvalue; const char* type = attrdef->m_name; if(strcmp(type, "SPOT")) { retvalue = PyInt_FromLong(RAS_LightObject::LIGHT_SPOT); } else if (strcmp(type, "SUN")) { retvalue = PyInt_FromLong(RAS_LightObject::LIGHT_SUN); } else if (strcmp(type, "NORMAL")) { retvalue = PyInt_FromLong(RAS_LightObject::LIGHT_NORMAL); } return retvalue; } PyObject* KX_LightObject::pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_LightObject* self = static_cast(self_v); return PyInt_FromLong(self->m_lightobj.m_type); } int KX_LightObject::pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject* value) { KX_LightObject* self = static_cast(self_v); int val = PyInt_AsLong(value); if((val==-1 && PyErr_Occurred()) || val<0 || val>2) { PyErr_SetString(PyExc_ValueError, "light.type= val: KX_LightObject, expected an int between 0 and 2"); return PY_SET_ATTR_FAIL; } switch(val) { case 0: self->m_lightobj.m_type = self->m_lightobj.LIGHT_SPOT; break; case 1: self->m_lightobj.m_type = self->m_lightobj.LIGHT_SUN; break; case 2: self->m_lightobj.m_type = self->m_lightobj.LIGHT_NORMAL; break; } return PY_SET_ATTR_SUCCESS; } PyObject* KX_LightObject::py_getattro(PyObject *attr) { py_getattro_up(KX_GameObject); } int KX_LightObject::py_setattro(PyObject *attr, PyObject *value) { py_setattro_up(KX_GameObject); }