blender/source/gameengine/Ketsji/KX_Light.cpp
Campbell Barton 6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00

391 lines
11 KiB
C++

/**
* $Id$
* ***** 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 <config.h>
#endif
#ifdef WIN32
#pragma warning (disable : 4786)
#endif
#include "GL/glew.h"
#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 "DNA_scene_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)
: KX_GameObject(sgReplicationInfo,callbacks),
m_rendertools(rendertools)
{
m_lightobj = lightobj;
m_lightobj.m_scene = sgReplicationInfo;
m_lightobj.m_light = this;
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_light = replica;
m_rendertools->AddLight(&replica->m_lightobj);
return replica;
}
bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
{
KX_Scene* lightscene = (KX_Scene*)m_lightobj.m_scene;
float vec[4];
int scenelayer = ~0;
if(kxscene && kxscene->GetBlenderScene())
scenelayer = kxscene->GetBlenderScene()->lay;
/* only use lights in the same layer as the object */
if(!(m_lightobj.m_layer & oblayer))
return false;
/* only use lights in the same scene, and in a visible layer */
if(kxscene != lightscene || !(m_lightobj.m_layer & scenelayer))
return false;
// lights don't get their openGL matrix updated, do it now
if(GetSGNode()->IsDirty())
GetOpenGLMatrix();
MT_CmMatrix4x4& worldmatrix= *GetOpenGLMatrixPtr();
vec[0] = worldmatrix(0,3);
vec[1] = worldmatrix(1,3);
vec[2] = worldmatrix(2,3);
vec[3] = 1.0f;
if(m_lightobj.m_type==RAS_LightObject::LIGHT_SUN) {
vec[0] = worldmatrix(0,2);
vec[1] = worldmatrix(1,2);
vec[2] = worldmatrix(2,2);
//vec[0]= base->object->obmat[2][0];
//vec[1]= base->object->obmat[2][1];
//vec[2]= base->object->obmat[2][2];
vec[3]= 0.0;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
}
else {
//vec[3]= 1.0;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_lightobj.m_att1/m_lightobj.m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance));
if(m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) {
vec[0] = -worldmatrix(0,2);
vec[1] = -worldmatrix(1,2);
vec[2] = -worldmatrix(2,2);
//vec[0]= -base->object->obmat[2][0];
//vec[1]= -base->object->obmat[2][1];
//vec[2]= -base->object->obmat[2][2];
glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPOT_DIRECTION, vec);
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, m_lightobj.m_spotsize/2.0);
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0*m_lightobj.m_spotblend);
}
else
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
}
if (m_lightobj.m_nodiffuse) {
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
}
else {
vec[0]= m_lightobj.m_energy*m_lightobj.m_red;
vec[1]= m_lightobj.m_energy*m_lightobj.m_green;
vec[2]= m_lightobj.m_energy*m_lightobj.m_blue;
vec[3]= 1.0;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
if(m_lightobj.m_nospecular)
{
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
}
else if (m_lightobj.m_nodiffuse) {
vec[0]= m_lightobj.m_energy*m_lightobj.m_red;
vec[1]= m_lightobj.m_energy*m_lightobj.m_green;
vec[2]= m_lightobj.m_energy*m_lightobj.m_blue;
vec[3]= 1.0;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+slot));
return true;
}
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 */
/* ------------------------------------------------------------------------- */
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,
&KX_GameObject::Sequence,
&KX_GameObject::Mapping,
0,0,0,
NULL, //py_base_getattro,
NULL, //py_base_setattro,
0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&KX_GameObject::Type
};
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<KX_LightObject*>(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<KX_LightObject*>(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<KX_LightObject*>(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<KX_LightObject*>(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;
}