forked from bartvdbraak/blender
874c29cea8
Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
355 lines
8.2 KiB
C++
355 lines
8.2 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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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 "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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PyTypeObject* T
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)
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:
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KX_GameObject(sgReplicationInfo,callbacks,T),
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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_worldmatrix = GetOpenGLMatrixPtr();
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m_lightobj.m_scene = sgReplicationInfo;
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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, 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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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
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m_rendertools->AddLight(&replica->m_lightobj);
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return replica;
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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 false;
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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())) {
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float obmat[4][4];
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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, obmat);
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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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ras->SetProjectionMatrix(projectionmat);
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ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(),
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cam->GetCameraLocation(), cam->GetCameraOrientation());
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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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PyObject* KX_LightObject::py_getattro(PyObject *attr)
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{
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char *attr_str= PyString_AsString(attr);
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if (!strcmp(attr_str, "layer"))
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return PyInt_FromLong(m_lightobj.m_layer);
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if (!strcmp(attr_str, "energy"))
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return PyFloat_FromDouble(m_lightobj.m_energy);
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if (!strcmp(attr_str, "distance"))
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return PyFloat_FromDouble(m_lightobj.m_distance);
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if (!strcmp(attr_str, "colour") || !strcmp(attr_str, "color"))
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return Py_BuildValue("[fff]", m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue);
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if (!strcmp(attr_str, "lin_attenuation"))
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return PyFloat_FromDouble(m_lightobj.m_att1);
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if (!strcmp(attr_str, "quad_attenuation"))
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return PyFloat_FromDouble(m_lightobj.m_att2);
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if (!strcmp(attr_str, "spotsize"))
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return PyFloat_FromDouble(m_lightobj.m_spotsize);
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if (!strcmp(attr_str, "spotblend"))
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return PyFloat_FromDouble(m_lightobj.m_spotblend);
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if (!strcmp(attr_str, "SPOT"))
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return PyInt_FromLong(RAS_LightObject::LIGHT_SPOT);
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if (!strcmp(attr_str, "SUN"))
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return PyInt_FromLong(RAS_LightObject::LIGHT_SUN);
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if (!strcmp(attr_str, "NORMAL"))
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return PyInt_FromLong(RAS_LightObject::LIGHT_NORMAL);
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if (!strcmp(attr_str, "type"))
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return PyInt_FromLong(m_lightobj.m_type);
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py_getattro_up(KX_GameObject);
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}
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int KX_LightObject::py_setattro(PyObject *attr, PyObject *pyvalue)
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{
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char *attr_str= PyString_AsString(attr);
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if (PyInt_Check(pyvalue))
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{
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int value = PyInt_AsLong(pyvalue);
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if (!strcmp(attr_str, "layer"))
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{
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m_lightobj.m_layer = value;
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return PY_SET_ATTR_SUCCESS;
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}
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if (!strcmp(attr_str, "type"))
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{
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if (value >= RAS_LightObject::LIGHT_SPOT && value <= RAS_LightObject::LIGHT_NORMAL)
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m_lightobj.m_type = (RAS_LightObject::LightType) value;
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return PY_SET_ATTR_SUCCESS;
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}
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}
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if (PyFloat_Check(pyvalue) || PyInt_Check(pyvalue))
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{
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float value = PyFloat_AsDouble(pyvalue);
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if (!strcmp(attr_str, "energy"))
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{
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m_lightobj.m_energy = value;
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return PY_SET_ATTR_SUCCESS;
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}
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if (!strcmp(attr_str, "distance"))
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{
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m_lightobj.m_distance = value;
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return PY_SET_ATTR_SUCCESS;
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}
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if (!strcmp(attr_str, "lin_attenuation"))
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{
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m_lightobj.m_att1 = value;
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return PY_SET_ATTR_SUCCESS;
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}
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if (!strcmp(attr_str, "quad_attenuation"))
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{
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m_lightobj.m_att2 = value;
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return PY_SET_ATTR_SUCCESS;
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}
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if (!strcmp(attr_str, "spotsize"))
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{
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m_lightobj.m_spotsize = value;
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return PY_SET_ATTR_SUCCESS;
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}
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if (!strcmp(attr_str, "spotblend"))
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{
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m_lightobj.m_spotblend = value;
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return PY_SET_ATTR_SUCCESS;
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}
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}
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if (PySequence_Check(pyvalue))
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{
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if (!strcmp(attr_str, "colour") || !strcmp(attr_str, "color"))
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{
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MT_Vector3 color;
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if (PyVecTo(pyvalue, color))
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{
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m_lightobj.m_red = color[0];
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m_lightobj.m_green = color[1];
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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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}
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if (!strcmp(attr_str, "SPOT") || !strcmp(attr_str, "SUN") || !strcmp(attr_str, "NORMAL"))
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{
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PyErr_Format(PyExc_RuntimeError, "Attribute %s is read only.", attr_str);
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return PY_SET_ATTR_FAIL;
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}
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return KX_GameObject::py_setattro(attr, pyvalue);
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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_DUMMY("layer"),
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KX_PYATTRIBUTE_DUMMY("energy"),
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KX_PYATTRIBUTE_DUMMY("distance"),
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KX_PYATTRIBUTE_DUMMY("colour"),
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KX_PYATTRIBUTE_DUMMY("color"),
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KX_PYATTRIBUTE_DUMMY("lin_attenuation"),
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KX_PYATTRIBUTE_DUMMY("quad_attenuation"),
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KX_PYATTRIBUTE_DUMMY("spotsize"),
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KX_PYATTRIBUTE_DUMMY("spotblend"),
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KX_PYATTRIBUTE_DUMMY("SPOT"),
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KX_PYATTRIBUTE_DUMMY("SUN"),
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KX_PYATTRIBUTE_DUMMY("NORMAL"),
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KX_PYATTRIBUTE_DUMMY("type"),
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{ NULL } //Sentinel
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};
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PyTypeObject KX_LightObject::Type = {
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PyObject_HEAD_INIT(NULL)
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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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0,0,
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&KX_GameObject::Mapping,
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0,0,0,
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py_base_getattro,
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py_base_setattro,
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0,0,0,0,0,0,0,0,0,
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Methods
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};
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PyParentObject KX_LightObject::Parents[] = {
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&KX_LightObject::Type,
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&KX_GameObject::Type,
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&SCA_IObject::Type,
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&CValue::Type,
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NULL
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};
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