blender/source/gameengine/Ketsji/KX_Light.cpp
Mitchell Stokes 82c845425f BGE: Adding partial support for LibLoaded lights with GLSL materials.
Any GLSL materials loaded after lights are LibLoaded will now use the lights in
heir shaders. This includes materials loaded from the same scene as the LibLoaded
lights. We could later add a new flag to LibLoad to recompile all existing shaders,
but this commit should offer a lot more flexibility as is.
2013-08-17 04:37:25 +00:00

445 lines
13 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file gameengine/Ketsji/KX_Light.cpp
* \ingroup ketsji
*/
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#include <stdio.h>
#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 "DNA_lamp_types.h"
#include "GPU_material.h"
#include "BKE_scene.h"
#include "MEM_guardedalloc.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();
m_base = NULL;
};
KX_LightObject::~KX_LightObject()
{
GPULamp *lamp;
Lamp *la = (Lamp*)GetBlenderObject()->data;
if ((lamp = GetGPULamp())) {
float obmat[4][4] = {{0}};
GPU_lamp_update(lamp, 0, 0, obmat);
GPU_lamp_update_distance(lamp, la->dist, la->att1, la->att2);
GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
}
m_rendertools->RemoveLight(&m_lightobj);
if (m_base) {
BKE_scene_base_unlink(m_blenderscene, m_base);
MEM_freeN(m_base);
}
}
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 / 2.0f);
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * 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 NULL;
}
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, 0, obmat);
GPU_lamp_update_colors(lamp, m_lightobj.m_red, m_lightobj.m_green,
m_lightobj.m_blue, m_lightobj.m_energy);
GPU_lamp_update_distance(lamp, m_lightobj.m_distance, m_lightobj.m_att1, m_lightobj.m_att2);
GPU_lamp_update_spot(lamp, m_lightobj.m_spotsize, m_lightobj.m_spotblend);
}
}
void KX_LightObject::UpdateScene(KX_Scene *kxscene)
{
m_lightobj.m_scene = (void*)kxscene;
m_blenderscene = kxscene->GetBlenderScene();
m_base = BKE_scene_base_add(m_blenderscene, GetBlenderObject());
}
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, RAS_ICanvas *canvas, 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);
if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE)
ras->SetUsingOverrideShader(true);
/* GPU_lamp_shadow_buffer_bind() changes the viewport, so update the canvas */
canvas->UpdateViewPort(0, 0, winsize, winsize);
/* 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 */
/* SetViewMatrix may use stereomode which we temporarily disable here */
RAS_IRasterizer::StereoMode stereomode = ras->GetStereoMode();
ras->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
ras->SetProjectionMatrix(projectionmat);
ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
ras->SetStereoMode(stereomode);
}
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
{
GPULamp *lamp = GetGPULamp();
GPU_lamp_shadow_buffer_unbind(lamp);
if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE)
ras->SetUsingOverrideShader(false);
}
struct Image *KX_LightObject::GetTextureImage(short texslot)
{
Lamp *la = (Lamp*)GetBlenderObject()->data;
if (texslot >= MAX_MTEX || texslot < 0)
{
printf("KX_LightObject::GetTextureImage(): texslot exceeds slot bounds (0-%d)\n", MAX_MTEX-1);
return NULL;
}
if (la->mtex[texslot])
return la->mtex[texslot]->tex->ima;
return NULL;
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
/* ------------------------------------------------------------------------- */
PyTypeObject KX_LightObject::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"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,
NULL,
0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&KX_GameObject::Type,
0,0,0,0,0,0,
py_base_new
};
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_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 = PyLong_FromLong(RAS_LightObject::LIGHT_SPOT);
} else if (!strcmp(type, "SUN")) {
retvalue = PyLong_FromLong(RAS_LightObject::LIGHT_SUN);
} else if (!strcmp(type, "NORMAL")) {
retvalue = PyLong_FromLong(RAS_LightObject::LIGHT_NORMAL);
}
else {
/* should never happen */
PyErr_SetString(PyExc_TypeError, "light.type: internal error, invalid light type");
retvalue = NULL;
}
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 PyLong_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);
const int val = PyLong_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;
}
#endif // WITH_PYTHON