forked from bartvdbraak/blender
397 lines
11 KiB
C++
397 lines
11 KiB
C++
/*
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Ketsji/KX_Light.cpp
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* \ingroup ketsji
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*/
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable : 4786)
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#endif
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#include "GL/glew.h"
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#include "KX_Light.h"
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#include "KX_Camera.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_IRenderTools.h"
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#include "KX_PyMath.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "GPU_material.h"
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KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
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class RAS_IRenderTools* rendertools,
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const RAS_LightObject& lightobj,
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bool glsl)
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: KX_GameObject(sgReplicationInfo,callbacks),
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m_rendertools(rendertools)
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{
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m_lightobj = lightobj;
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m_lightobj.m_scene = sgReplicationInfo;
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m_lightobj.m_light = this;
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m_rendertools->AddLight(&m_lightobj);
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m_glsl = glsl;
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m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
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};
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KX_LightObject::~KX_LightObject()
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{
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GPULamp *lamp;
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if((lamp = GetGPULamp())) {
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float obmat[4][4] = {{0}};
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GPU_lamp_update(lamp, 0, 0, obmat);
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}
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m_rendertools->RemoveLight(&m_lightobj);
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}
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CValue* KX_LightObject::GetReplica()
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{
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KX_LightObject* replica = new KX_LightObject(*this);
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replica->ProcessReplica();
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replica->m_lightobj.m_light = replica;
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m_rendertools->AddLight(&replica->m_lightobj);
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return replica;
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}
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bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
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{
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KX_Scene* lightscene = (KX_Scene*)m_lightobj.m_scene;
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float vec[4];
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int scenelayer = ~0;
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if(kxscene && kxscene->GetBlenderScene())
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scenelayer = kxscene->GetBlenderScene()->lay;
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/* only use lights in the same layer as the object */
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if(!(m_lightobj.m_layer & oblayer))
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return false;
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/* only use lights in the same scene, and in a visible layer */
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if(kxscene != lightscene || !(m_lightobj.m_layer & scenelayer))
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return false;
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// lights don't get their openGL matrix updated, do it now
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if(GetSGNode()->IsDirty())
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GetOpenGLMatrix();
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MT_CmMatrix4x4& worldmatrix= *GetOpenGLMatrixPtr();
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vec[0] = worldmatrix(0,3);
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vec[1] = worldmatrix(1,3);
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vec[2] = worldmatrix(2,3);
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vec[3] = 1.0f;
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if(m_lightobj.m_type==RAS_LightObject::LIGHT_SUN) {
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vec[0] = worldmatrix(0,2);
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vec[1] = worldmatrix(1,2);
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vec[2] = worldmatrix(2,2);
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//vec[0]= base->object->obmat[2][0];
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//vec[1]= base->object->obmat[2][1];
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//vec[2]= base->object->obmat[2][2];
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vec[3]= 0.0;
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
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}
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else {
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//vec[3]= 1.0;
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_lightobj.m_att1/m_lightobj.m_distance);
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// without this next line it looks backward compatible.
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//attennuation still is acceptable
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glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance));
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if(m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) {
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vec[0] = -worldmatrix(0,2);
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vec[1] = -worldmatrix(1,2);
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vec[2] = -worldmatrix(2,2);
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//vec[0]= -base->object->obmat[2][0];
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//vec[1]= -base->object->obmat[2][1];
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//vec[2]= -base->object->obmat[2][2];
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPOT_DIRECTION, vec);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, m_lightobj.m_spotsize/2.0);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0*m_lightobj.m_spotblend);
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}
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else
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
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}
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if (m_lightobj.m_nodiffuse) {
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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}
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else {
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vec[0]= m_lightobj.m_energy*m_lightobj.m_red;
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vec[1]= m_lightobj.m_energy*m_lightobj.m_green;
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vec[2]= m_lightobj.m_energy*m_lightobj.m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
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if(m_lightobj.m_nospecular)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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}
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else if (m_lightobj.m_nodiffuse) {
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vec[0]= m_lightobj.m_energy*m_lightobj.m_red;
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vec[1]= m_lightobj.m_energy*m_lightobj.m_green;
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vec[2]= m_lightobj.m_energy*m_lightobj.m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
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glEnable((GLenum)(GL_LIGHT0+slot));
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return true;
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}
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GPULamp *KX_LightObject::GetGPULamp()
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{
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if(m_glsl)
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return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject());
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else
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return NULL;
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}
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void KX_LightObject::Update()
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{
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GPULamp *lamp;
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if((lamp = GetGPULamp()) != NULL && GetSGNode()) {
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float obmat[4][4];
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// lights don't get their openGL matrix updated, do it now
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if (GetSGNode()->IsDirty())
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GetOpenGLMatrix();
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double *dobmat = GetOpenGLMatrixPtr()->getPointer();
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for(int i=0; i<4; i++)
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for(int j=0; j<4; j++, dobmat++)
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obmat[i][j] = (float)*dobmat;
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GPU_lamp_update(lamp, m_lightobj.m_layer, 0, obmat);
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GPU_lamp_update_colors(lamp, m_lightobj.m_red, m_lightobj.m_green,
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m_lightobj.m_blue, m_lightobj.m_energy);
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}
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}
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bool KX_LightObject::HasShadowBuffer()
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{
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GPULamp *lamp;
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if((lamp = GetGPULamp()))
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return GPU_lamp_has_shadow_buffer(lamp);
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else
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return false;
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}
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int KX_LightObject::GetShadowLayer()
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{
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GPULamp *lamp;
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if((lamp = GetGPULamp()))
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return GPU_lamp_shadow_layer(lamp);
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else
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return 0;
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}
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void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans)
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{
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GPULamp *lamp;
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float viewmat[4][4], winmat[4][4];
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int winsize;
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/* bind framebuffer */
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lamp = GetGPULamp();
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GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat);
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/* setup camera transformation */
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MT_Matrix4x4 modelviewmat((float*)viewmat);
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MT_Matrix4x4 projectionmat((float*)winmat);
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MT_Transform trans = MT_Transform((float*)viewmat);
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camtrans.invert(trans);
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cam->SetModelviewMatrix(modelviewmat);
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cam->SetProjectionMatrix(projectionmat);
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cam->NodeSetLocalPosition(camtrans.getOrigin());
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cam->NodeSetLocalOrientation(camtrans.getBasis());
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cam->NodeUpdateGS(0);
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/* setup rasterizer transformations */
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/* SetViewMatrix may use stereomode which we temporarily disable here */
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RAS_IRasterizer::StereoMode stereomode = ras->GetStereoMode();
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ras->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
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ras->SetProjectionMatrix(projectionmat);
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ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
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ras->SetStereoMode(stereomode);
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}
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void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
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{
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GPULamp *lamp = GetGPULamp();
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GPU_lamp_shadow_buffer_unbind(lamp);
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}
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#ifdef WITH_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python Integration Hooks */
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/* ------------------------------------------------------------------------- */
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PyTypeObject KX_LightObject::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_LightObject",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,
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&KX_GameObject::Sequence,
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&KX_GameObject::Mapping,
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0,0,0,
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NULL,
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NULL,
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0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&KX_GameObject::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef KX_LightObject::Methods[] = {
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_LightObject::Attributes[] = {
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KX_PYATTRIBUTE_INT_RW("layer", 1, 20, true, KX_LightObject, m_lightobj.m_layer),
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KX_PYATTRIBUTE_FLOAT_RW("energy", 0, 10, KX_LightObject, m_lightobj.m_energy),
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KX_PYATTRIBUTE_FLOAT_RW("distance", 0.01, 5000, KX_LightObject, m_lightobj.m_distance),
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KX_PYATTRIBUTE_RW_FUNCTION("color", KX_LightObject, pyattr_get_color, pyattr_set_color),
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KX_PYATTRIBUTE_FLOAT_RW("lin_attenuation", 0, 1, KX_LightObject, m_lightobj.m_att1),
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KX_PYATTRIBUTE_FLOAT_RW("quad_attenuation", 0, 1, KX_LightObject, m_lightobj.m_att2),
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KX_PYATTRIBUTE_FLOAT_RW("spotsize", 1, 180, KX_LightObject, m_lightobj.m_spotsize),
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KX_PYATTRIBUTE_FLOAT_RW("spotblend", 0, 1, KX_LightObject, m_lightobj.m_spotblend),
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KX_PYATTRIBUTE_RO_FUNCTION("SPOT", KX_LightObject, pyattr_get_typeconst),
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KX_PYATTRIBUTE_RO_FUNCTION("SUN", KX_LightObject, pyattr_get_typeconst),
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KX_PYATTRIBUTE_RO_FUNCTION("NORMAL", KX_LightObject, pyattr_get_typeconst),
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KX_PYATTRIBUTE_RW_FUNCTION("type", KX_LightObject, pyattr_get_type, pyattr_set_type),
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{ NULL } //Sentinel
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};
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PyObject* KX_LightObject::pyattr_get_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
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return Py_BuildValue("[fff]", self->m_lightobj.m_red, self->m_lightobj.m_green, self->m_lightobj.m_blue);
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}
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int KX_LightObject::pyattr_set_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
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MT_Vector3 color;
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if (PyVecTo(value, color))
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{
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self->m_lightobj.m_red = color[0];
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self->m_lightobj.m_green = color[1];
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self->m_lightobj.m_blue = color[2];
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return PY_SET_ATTR_SUCCESS;
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}
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return PY_SET_ATTR_FAIL;
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}
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PyObject* KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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PyObject* retvalue;
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const char* type = attrdef->m_name;
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if(!strcmp(type, "SPOT")) {
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retvalue = PyLong_FromSsize_t(RAS_LightObject::LIGHT_SPOT);
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} else if (!strcmp(type, "SUN")) {
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retvalue = PyLong_FromSsize_t(RAS_LightObject::LIGHT_SUN);
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} else if (!strcmp(type, "NORMAL")) {
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retvalue = PyLong_FromSsize_t(RAS_LightObject::LIGHT_NORMAL);
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}
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else {
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/* should never happen */
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PyErr_SetString(PyExc_TypeError, "light.type: internal error, invalid light type");
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retvalue = NULL;
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}
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return retvalue;
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}
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PyObject* KX_LightObject::pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
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return PyLong_FromSsize_t(self->m_lightobj.m_type);
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}
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int KX_LightObject::pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject* value)
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{
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KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
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int val = PyLong_AsSsize_t(value);
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if((val==-1 && PyErr_Occurred()) || val<0 || val>2) {
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PyErr_SetString(PyExc_ValueError, "light.type= val: KX_LightObject, expected an int between 0 and 2");
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return PY_SET_ATTR_FAIL;
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}
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switch(val) {
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case 0:
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self->m_lightobj.m_type = self->m_lightobj.LIGHT_SPOT;
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break;
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case 1:
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self->m_lightobj.m_type = self->m_lightobj.LIGHT_SUN;
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break;
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case 2:
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self->m_lightobj.m_type = self->m_lightobj.LIGHT_NORMAL;
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break;
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}
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return PY_SET_ATTR_SUCCESS;
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}
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#endif // WITH_PYTHON
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