BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject

The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
This commit is contained in:
Mitchell Stokes 2014-03-27 22:32:06 -07:00
parent 3ec0c73211
commit df9d6737b9
16 changed files with 639 additions and 325 deletions

@ -68,6 +68,8 @@
#include "KX_GameObject.h"
#include "RAS_FramingManager.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_ILightObject.h"
#include "KX_ConvertActuators.h"
#include "KX_ConvertControllers.h"
@ -1767,22 +1769,22 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRasterizer *rasterizer, KX_BlenderSceneConverter *converter)
{
RAS_LightObject lightobj;
RAS_ILightObject *lightobj = rasterizer->CreateLight();
KX_LightObject *gamelight;
lightobj.m_att1 = la->att1;
lightobj.m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
lightobj.m_red = la->r;
lightobj.m_green = la->g;
lightobj.m_blue = la->b;
lightobj.m_distance = la->dist;
lightobj.m_energy = la->energy;
lightobj.m_layer = layerflag;
lightobj.m_spotblend = la->spotblend;
lightobj.m_spotsize = la->spotsize;
lightobj->m_att1 = la->att1;
lightobj->m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
lightobj->m_color[0] = la->r;
lightobj->m_color[1] = la->g;
lightobj->m_color[2] = la->b;
lightobj->m_distance = la->dist;
lightobj->m_energy = la->energy;
lightobj->m_layer = layerflag;
lightobj->m_spotblend = la->spotblend;
lightobj->m_spotsize = la->spotsize;
lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0;
lightobj->m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
lightobj->m_nospecular = (la->mode & LA_NO_SPEC) != 0;
bool glslmat = converter->GetGLSLMaterials();
@ -1790,18 +1792,18 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
if (glslmat==0) {
if (la->mode & LA_NEG)
{
lightobj.m_red = -lightobj.m_red;
lightobj.m_green = -lightobj.m_green;
lightobj.m_blue = -lightobj.m_blue;
lightobj->m_color[0] = -lightobj->m_color[0];
lightobj->m_color[1] = -lightobj->m_color[1];
lightobj->m_color[2] = -lightobj->m_color[2];
}
}
if (la->type==LA_SUN) {
lightobj.m_type = RAS_LightObject::LIGHT_SUN;
lightobj->m_type = RAS_ILightObject::LIGHT_SUN;
} else if (la->type==LA_SPOT) {
lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
lightobj->m_type = RAS_ILightObject::LIGHT_SPOT;
} else {
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
lightobj->m_type = RAS_ILightObject::LIGHT_NORMAL;
}
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rasterizer,

@ -49,6 +49,7 @@
#include "RAS_Rect.h"
#include "RAS_IRasterizer.h"
#include "RAS_ICanvas.h"
#include "RAS_ILightObject.h"
#include "MT_Vector3.h"
#include "MT_Transform.h"
#include "SCA_IInputDevice.h"
@ -1156,10 +1157,11 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
KX_LightObject *light = (KX_LightObject*)gameobj;
RAS_ILightObject *raslight = light->GetLightData();
light->Update();
raslight->Update();
if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && raslight->HasShadowBuffer()) {
/* make temporary camera */
RAS_CameraData camdata = RAS_CameraData();
KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true);
@ -1172,10 +1174,10 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);
/* binds framebuffer object, sets up camera .. */
light->BindShadowBuffer(m_rasterizer, m_canvas, cam, camtrans);
raslight->BindShadowBuffer(m_canvas, cam, camtrans);
/* update scene */
scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer());
scene->CalculateVisibleMeshes(m_rasterizer, cam, raslight->GetShadowLayer());
/* render */
m_rasterizer->ClearDepthBuffer();
@ -1183,7 +1185,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
scene->RenderBuckets(camtrans, m_rasterizer);
/* unbind framebuffer object, restore drawmode, free camera */
light->UnbindShadowBuffer(m_rasterizer);
raslight->UnbindShadowBuffer();
m_rasterizer->SetDrawingMode(drawmode);
cam->Release();
}

@ -35,12 +35,11 @@
#include <stdio.h>
#include "GL/glew.h"
#include "KX_Light.h"
#include "KX_Camera.h"
#include "RAS_IRasterizer.h"
#include "RAS_ICanvas.h"
#include "RAS_ILightObject.h"
#include "KX_PyMath.h"
@ -56,16 +55,16 @@
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
RAS_IRasterizer* rasterizer,
const RAS_LightObject& lightobj,
RAS_ILightObject* lightobj,
bool glsl)
: KX_GameObject(sgReplicationInfo,callbacks),
m_rasterizer(rasterizer)
{
m_lightobj = lightobj;
m_lightobj.m_scene = sgReplicationInfo;
m_lightobj.m_light = this;
m_rasterizer->AddLight(&m_lightobj);
m_glsl = glsl;
m_lightobj->m_scene = sgReplicationInfo;
m_lightobj->m_light = this;
m_rasterizer->AddLight(m_lightobj);
m_lightobj->m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
m_base = NULL;
};
@ -73,18 +72,11 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
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);
if (m_lightobj) {
m_rasterizer->RemoveLight(m_lightobj);
delete(m_lightobj);
}
m_rasterizer->RemoveLight(&m_lightobj);
if (m_base) {
BKE_scene_base_unlink(m_blenderscene, m_base);
MEM_freeN(m_base);
@ -99,225 +91,25 @@ CValue* KX_LightObject::GetReplica()
replica->ProcessReplica();
replica->m_lightobj.m_light = replica;
m_rasterizer->AddLight(&replica->m_lightobj);
replica->m_lightobj = m_lightobj->Clone();
replica->m_lightobj->m_light = replica;
m_rasterizer->AddLight(replica->m_lightobj);
if (m_base)
m_base = NULL;
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, RAD2DEGF(m_lightobj.m_spotsize * 0.5f));
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_lightobj->m_scene = (void*)kxscene;
m_blenderscene = kxscene->GetBlenderScene();
m_base = BKE_scene_base_add(m_blenderscene, GetBlenderObject());
}
bool KX_LightObject::HasShadowBuffer()
void KX_LightObject::SetLayer(int layer)
{
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;
m_lightobj->m_layer = layer;
}
#ifdef WITH_PYTHON
@ -358,14 +150,14 @@ PyMethodDef KX_LightObject::Methods[] = {
};
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("layer", KX_LightObject, pyattr_get_layer, pyattr_set_layer),
KX_PYATTRIBUTE_RW_FUNCTION("energy", KX_LightObject, pyattr_get_energy, pyattr_set_energy),
KX_PYATTRIBUTE_RW_FUNCTION("distance", KX_LightObject, pyattr_get_distance, pyattr_set_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_RW_FUNCTION("lin_attenuation", KX_LightObject, pyattr_get_lin_attenuation, pyattr_set_lin_attenuation),
KX_PYATTRIBUTE_RW_FUNCTION("quad_attenuation", KX_LightObject, pyattr_get_quad_attenuation, pyattr_set_quad_attenuation),
KX_PYATTRIBUTE_RW_FUNCTION("spotsize", KX_LightObject, pyattr_get_spotsize, pyattr_set_spotsize),
KX_PYATTRIBUTE_FLOAT_RW("spotblend", 0, 1, KX_LightObject, m_lightobj.m_spotblend),
KX_PYATTRIBUTE_RW_FUNCTION("spotblend", KX_LightObject, pyattr_get_spotblend, pyattr_set_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),
@ -373,10 +165,85 @@ PyAttributeDef KX_LightObject::Attributes[] = {
{ NULL } //Sentinel
};
PyObject *KX_LightObject::pyattr_get_layer(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
return PyLong_FromLong(self->m_lightobj->m_layer);
}
int KX_LightObject::pyattr_set_layer(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
if (PyLong_Check(value)) {
int val = PyLong_AsLong(value);
if (val < 1)
val = 1;
else if (val > 20)
val = 20;
self->m_lightobj->m_layer = val;
return PY_SET_ATTR_SUCCESS;
}
PyErr_Format(PyExc_TypeError, "expected an integer for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
PyObject *KX_LightObject::pyattr_get_energy(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
return PyFloat_FromDouble(self->m_lightobj->m_energy);
}
int KX_LightObject::pyattr_set_energy(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
if (PyFloat_Check(value)) {
float val = PyFloat_AsDouble(value);
if (val < 0)
val = 0;
else if (val > 10)
val = 10;
self->m_lightobj->m_energy = val;
return PY_SET_ATTR_SUCCESS;
}
PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
PyObject *KX_LightObject::pyattr_get_distance(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
return PyFloat_FromDouble(self->m_lightobj->m_distance);
}
int KX_LightObject::pyattr_set_distance(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
if (PyFloat_Check(value)) {
float val = PyFloat_AsDouble(value);
if (val < 0.01)
val = 0.01;
else if (val > 5000.f)
val = 5000.f;
self->m_lightobj->m_energy = val;
return PY_SET_ATTR_SUCCESS;
}
PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
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);
return Py_BuildValue("[fff]", self->m_lightobj->m_color[0], self->m_lightobj->m_color[1], self->m_lightobj->m_color[1]);
}
int KX_LightObject::pyattr_set_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
@ -386,34 +253,111 @@ int KX_LightObject::pyattr_set_color(void *self_v, const KX_PYATTRIBUTE_DEF *att
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];
self->m_lightobj->m_color[0] = color[0];
self->m_lightobj->m_color[1] = color[1];
self->m_lightobj->m_color[2] = color[2];
return PY_SET_ATTR_SUCCESS;
}
return PY_SET_ATTR_FAIL;
}
PyObject *KX_LightObject::pyattr_get_lin_attenuation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
return PyFloat_FromDouble(self->m_lightobj->m_att1);
}
int KX_LightObject::pyattr_set_lin_attenuation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
if (PyFloat_Check(value)) {
float val = PyFloat_AsDouble(value);
if (val < 0.f)
val = 0.f;
else if (val > 1.f)
val = 1.f;
self->m_lightobj->m_att1 = val;
return PY_SET_ATTR_SUCCESS;
}
PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
PyObject *KX_LightObject::pyattr_get_quad_attenuation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
return PyFloat_FromDouble(self->m_lightobj->m_att2);
}
int KX_LightObject::pyattr_set_quad_attenuation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
if (PyFloat_Check(value)) {
float val = PyFloat_AsDouble(value);
if (val < 0.f)
val = 0.f;
else if (val > 1.f)
val = 1.f;
self->m_lightobj->m_att2 = val;
return PY_SET_ATTR_SUCCESS;
}
PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
PyObject *KX_LightObject::pyattr_get_spotsize(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
return Py_BuildValue("f", RAD2DEGF(self->m_lightobj.m_spotsize));
return PyFloat_FromDouble(RAD2DEG(self->m_lightobj->m_spotsize));
}
int KX_LightObject::pyattr_set_spotsize(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
float spotsize = (float)PyFloat_AsDouble(value);
if (PyErr_Occurred())
return PY_SET_ATTR_FAIL;
if (PyFloat_Check(value)) {
float val = PyFloat_AsDouble(value);
if (val < 0.f)
val = 0.f;
else if (val > 180.f)
val = 180.f;
if (spotsize < 1.0f)
spotsize = 1.0f;
else if (spotsize > 180.0f)
spotsize = 180.0f;
self->m_lightobj.m_spotsize = DEG2RADF(spotsize);
return PY_SET_ATTR_SUCCESS;
self->m_lightobj->m_spotsize = DEG2RAD(val);
return PY_SET_ATTR_SUCCESS;
}
PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
PyObject *KX_LightObject::pyattr_get_spotblend(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
return PyFloat_FromDouble(self->m_lightobj->m_spotblend);
}
int KX_LightObject::pyattr_set_spotblend(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
if (PyFloat_Check(value)) {
float val = PyFloat_AsDouble(value);
if (val < 0.f)
val = 0.f;
else if (val > 1.f)
val = 1.f;
self->m_lightobj->m_spotblend = val;
return PY_SET_ATTR_SUCCESS;
}
PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
PyObject *KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
@ -423,11 +367,11 @@ PyObject *KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUT
const char* type = attrdef->m_name;
if (!strcmp(type, "SPOT")) {
retvalue = PyLong_FromLong(RAS_LightObject::LIGHT_SPOT);
retvalue = PyLong_FromLong(RAS_ILightObject::LIGHT_SPOT);
} else if (!strcmp(type, "SUN")) {
retvalue = PyLong_FromLong(RAS_LightObject::LIGHT_SUN);
retvalue = PyLong_FromLong(RAS_ILightObject::LIGHT_SUN);
} else if (!strcmp(type, "NORMAL")) {
retvalue = PyLong_FromLong(RAS_LightObject::LIGHT_NORMAL);
retvalue = PyLong_FromLong(RAS_ILightObject::LIGHT_NORMAL);
}
else {
/* should never happen */
@ -441,7 +385,7 @@ PyObject *KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUT
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);
return PyLong_FromLong(self->m_lightobj->m_type);
}
int KX_LightObject::pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
@ -455,13 +399,13 @@ int KX_LightObject::pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attr
switch (val) {
case 0:
self->m_lightobj.m_type = self->m_lightobj.LIGHT_SPOT;
self->m_lightobj->m_type = self->m_lightobj->LIGHT_SPOT;
break;
case 1:
self->m_lightobj.m_type = self->m_lightobj.LIGHT_SUN;
self->m_lightobj->m_type = self->m_lightobj->LIGHT_SUN;
break;
case 2:
self->m_lightobj.m_type = self->m_lightobj.LIGHT_NORMAL;
self->m_lightobj->m_type = self->m_lightobj->LIGHT_NORMAL;
break;
}

@ -32,7 +32,6 @@
#ifndef __KX_LIGHT_H__
#define __KX_LIGHT_H__
#include "RAS_LightObject.h"
#include "KX_GameObject.h"
struct GPULamp;
@ -40,46 +39,47 @@ struct Scene;
struct Base;
class KX_Camera;
class RAS_IRasterizer;
class RAS_ILightObject;
class MT_Transform;
class KX_LightObject : public KX_GameObject
{
Py_Header
protected:
RAS_LightObject m_lightobj;
RAS_ILightObject* m_lightobj;
class RAS_IRasterizer* m_rasterizer; //needed for registering and replication of lightobj
bool m_glsl;
Scene* m_blenderscene;
Base* m_base;
public:
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,const RAS_LightObject& lightobj, bool glsl);
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,RAS_ILightObject* lightobj, bool glsl);
virtual ~KX_LightObject();
virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;}
/* OpenGL Light */
bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot);
/* GLSL Light */
struct GPULamp *GetGPULamp();
bool HasShadowBuffer();
int GetShadowLayer();
void BindShadowBuffer(RAS_IRasterizer *ras, class RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans);
void UnbindShadowBuffer(RAS_IRasterizer *ras);
struct Image *GetTextureImage(short texslot);
void Update();
RAS_ILightObject* GetLightData() { return m_lightobj;}
void UpdateScene(class KX_Scene *kxscene);
void SetLayer(int layer);
virtual int GetGameObjectType() { return OBJ_LIGHT; }
#ifdef WITH_PYTHON
/* attributes */
static PyObject* pyattr_get_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_lin_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_lin_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_quad_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_quad_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_spotsize(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_spotsize(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_spotblend(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_spotblend(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_typeconst(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);

@ -33,7 +33,7 @@
#include "KX_LightIpoSGController.h"
#include "KX_ScalarInterpolator.h"
#include "KX_Light.h"
#include "RAS_LightObject.h"
#include "RAS_ILightObject.h"
#if defined(_WIN64)
typedef unsigned __int64 uint_ptr;
@ -50,7 +50,7 @@ bool KX_LightIpoSGController::Update(double currentTime)
(*i)->Execute(m_ipotime);//currentTime);
}
RAS_LightObject *lightobj;
RAS_ILightObject *lightobj;
SG_Spatial* ob = (SG_Spatial*)m_pObject;
KX_LightObject* kxlight = (KX_LightObject*) ob->GetSGClientObject();
@ -62,9 +62,9 @@ bool KX_LightIpoSGController::Update(double currentTime)
}
if (m_modify_color) {
lightobj->m_red = m_col_rgb[0];
lightobj->m_green = m_col_rgb[1];
lightobj->m_blue = m_col_rgb[2];
lightobj->m_color[0] = m_col_rgb[0];
lightobj->m_color[1] = m_col_rgb[1];
lightobj->m_color[2] = m_col_rgb[2];
}
if (m_modify_dist) {

@ -37,7 +37,7 @@
#include "KX_IInterpolator.h"
struct RAS_LightObject;
struct RAS_ILightObject;
class KX_LightIpoSGController : public SG_Controller
{

@ -837,7 +837,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
{
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
lightobj->GetLightData()->m_layer = groupobj->GetLayer();
lightobj->SetLayer(groupobj->GetLayer());
}
}
@ -947,7 +947,7 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
{
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
lightobj->GetLightData()->m_layer = parentobj->GetLayer();
lightobj->SetLayer(parentobj->GetLayer());
}
}

@ -61,7 +61,7 @@ set(SRC
RAS_ICanvas.h
RAS_IPolygonMaterial.h
RAS_IRasterizer.h
RAS_LightObject.h
RAS_ILightObject.h
RAS_MaterialBucket.h
RAS_MeshObject.h
RAS_ObjectColor.h

@ -20,7 +20,7 @@
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
* Contributor(s): Mitchell Stokes
*
* ***** END GPL LICENSE BLOCK *****
*/
@ -32,10 +32,18 @@
#ifndef __RAS_LIGHTOBJECT_H__
#define __RAS_LIGHTOBJECT_H__
#include "MT_CmMatrix4x4.h"
class RAS_ICanvas;
struct RAS_LightObject
class KX_Camera;
class KX_Scene;
class MT_Transform;
struct Image;
class RAS_ILightObject
{
public:
enum LightType {
LIGHT_SPOT,
LIGHT_SUN,
@ -48,10 +56,8 @@ struct RAS_LightObject
float m_energy;
float m_distance;
float m_red;
float m_green;
float m_blue;
float m_color[3];
float m_att1;
float m_att2;
@ -62,6 +68,17 @@ struct RAS_LightObject
bool m_nodiffuse;
bool m_nospecular;
bool m_glsl;
virtual ~RAS_ILightObject() {}
virtual RAS_ILightObject* Clone() = 0;
virtual bool HasShadowBuffer() = 0;
virtual int GetShadowLayer() = 0;
virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0;
virtual void UnbindShadowBuffer() = 0;
virtual Image *GetTextureImage(short texslot) = 0;
virtual void Update() = 0;
};
#endif /* __RAS_LIGHTOBJECT_H__ */

@ -53,6 +53,7 @@ using namespace std;
class RAS_ICanvas;
class RAS_IPolyMaterial;
class RAS_MeshSlot;
class RAS_ILightObject;
typedef vector<unsigned short> KX_IndexArray;
typedef vector<RAS_TexVert> KX_VertexArray;
@ -470,9 +471,11 @@ public:
virtual void PopMatrix() = 0;
virtual void AddLight(struct RAS_LightObject *lightobject) = 0;
virtual RAS_ILightObject *CreateLight() = 0;
virtual void RemoveLight(struct RAS_LightObject *lightobject) = 0;
virtual void AddLight(RAS_ILightObject *lightobject) = 0;
virtual void RemoveLight(RAS_ILightObject *lightobject) = 0;
virtual void MotionBlur() = 0;

@ -50,6 +50,7 @@ set(INC_SYS
set(SRC
RAS_GLExtensionManager.cpp
RAS_ListRasterizer.cpp
RAS_OpenGLLight.cpp
RAS_OpenGLRasterizer.cpp
RAS_StorageIM.cpp
RAS_StorageVA.cpp
@ -58,6 +59,7 @@ set(SRC
RAS_GLExtensionManager.h
RAS_IStorage.h
RAS_ListRasterizer.h
RAS_OpenGLLight.h
RAS_OpenGLRasterizer.h
RAS_StorageIM.h
RAS_StorageVA.h

@ -0,0 +1,276 @@
/*
* ***** 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): Mitchell Stokes
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "GL/glew.h"
#include "RAS_OpenGLLight.h"
#include "RAS_OpenGLRasterizer.h"
#include "RAS_ICanvas.h"
#include "MT_CmMatrix4x4.h"
#include "KX_Camera.h"
#include "KX_Light.h"
#include "KX_Scene.h"
#include "DNA_lamp_types.h"
#include "DNA_scene_types.h"
#include "GPU_material.h"
RAS_OpenGLLight::RAS_OpenGLLight(RAS_OpenGLRasterizer *ras)
:m_rasterizer(ras)
{
}
RAS_OpenGLLight::~RAS_OpenGLLight()
{
GPULamp *lamp;
KX_LightObject* kxlight = (KX_LightObject*)m_light;
Lamp *la = (Lamp*)kxlight->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);
}
}
bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot)
{
KX_Scene* lightscene = (KX_Scene*)m_scene;
KX_LightObject* kxlight = (KX_LightObject*)m_light;
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_layer & oblayer))
return false;
/* only use lights in the same scene, and in a visible layer */
if (kxscene != lightscene || !(m_layer & scenelayer))
return false;
// lights don't get their openGL matrix updated, do it now
if (kxlight->GetSGNode()->IsDirty())
kxlight->GetOpenGLMatrix();
MT_CmMatrix4x4& worldmatrix= *kxlight->GetOpenGLMatrixPtr();
vec[0] = worldmatrix(0,3);
vec[1] = worldmatrix(1,3);
vec[2] = worldmatrix(2,3);
vec[3] = 1.0f;
if (m_type==RAS_ILightObject::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_att1/m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_att2/(m_distance*m_distance));
if (m_type==RAS_ILightObject::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_spotsize / 2.0f);
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
}
else {
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
}
}
if (m_nodiffuse) {
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
}
else {
vec[0] = m_energy*m_color[0];
vec[1] = m_energy*m_color[1];
vec[2] = m_energy*m_color[2];
vec[3] = 1.0;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
if (m_nospecular)
{
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
}
else if (m_nodiffuse) {
vec[0] = m_energy*m_color[0];
vec[1] = m_energy*m_color[1];
vec[2] = m_energy*m_color[2];
vec[3] = 1.0;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+slot));
return true;
}
GPULamp *RAS_OpenGLLight::GetGPULamp()
{
KX_LightObject* kxlight = (KX_LightObject*)m_light;
if (m_glsl)
return GPU_lamp_from_blender(kxlight->GetScene()->GetBlenderScene(), kxlight->GetBlenderObject(), kxlight->GetBlenderGroupObject());
else
return NULL;
}
bool RAS_OpenGLLight::HasShadowBuffer()
{
GPULamp *lamp;
if ((lamp = GetGPULamp()))
return GPU_lamp_has_shadow_buffer(lamp);
else
return false;
}
int RAS_OpenGLLight::GetShadowLayer()
{
GPULamp *lamp;
if ((lamp = GetGPULamp()))
return GPU_lamp_shadow_layer(lamp);
else
return 0;
}
void RAS_OpenGLLight::BindShadowBuffer(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)
m_rasterizer->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 = m_rasterizer->GetStereoMode();
m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
m_rasterizer->SetProjectionMatrix(projectionmat);
m_rasterizer->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
m_rasterizer->SetStereoMode(stereomode);
}
void RAS_OpenGLLight::UnbindShadowBuffer()
{
GPULamp *lamp = GetGPULamp();
GPU_lamp_shadow_buffer_unbind(lamp);
if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE)
m_rasterizer->SetUsingOverrideShader(false);
}
Image *RAS_OpenGLLight::GetTextureImage(short texslot)
{
KX_LightObject* kxlight = (KX_LightObject*)m_light;
Lamp *la = (Lamp*)kxlight->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;
}
void RAS_OpenGLLight::Update()
{
GPULamp *lamp;
KX_LightObject* kxlight = (KX_LightObject*)m_light;
if ((lamp = GetGPULamp()) != NULL && kxlight->GetSGNode()) {
float obmat[4][4];
// lights don't get their openGL matrix updated, do it now
if (kxlight->GetSGNode()->IsDirty())
kxlight->GetOpenGLMatrix();
double *dobmat = kxlight->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_layer, 0, obmat);
GPU_lamp_update_colors(lamp, m_color[0], m_color[1],
m_color[2], m_energy);
GPU_lamp_update_distance(lamp, m_distance, m_att1, m_att2);
GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
}
}

@ -0,0 +1,54 @@
/*
* ***** 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): Mitchell Stokes
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "RAS_ILightObject.h"
class RAS_OpenGLRasterizer;
struct GPULamp;
struct Image;
class RAS_OpenGLLight : public RAS_ILightObject
{
RAS_OpenGLRasterizer *m_rasterizer;
GPULamp *GetGPULamp();
public:
RAS_OpenGLLight(RAS_OpenGLRasterizer *ras);
~RAS_OpenGLLight();
bool ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot);
RAS_OpenGLLight* Clone() { return new RAS_OpenGLLight(*this); }
bool HasShadowBuffer();
int GetShadowLayer();
void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans);
void UnbindShadowBuffer();
Image *GetTextureImage(short texslot);
void Update();
};

@ -42,9 +42,11 @@
#include "RAS_TexVert.h"
#include "RAS_MeshObject.h"
#include "RAS_Polygon.h"
#include "RAS_LightObject.h"
#include "RAS_ILightObject.h"
#include "MT_CmMatrix4x4.h"
#include "RAS_OpenGLLight.h"
#include "RAS_StorageIM.h"
#include "RAS_StorageVA.h"
#include "RAS_StorageVBO.h"
@ -59,7 +61,6 @@ extern "C"{
// XXX Clean these up <<<
#include "Value.h"
#include "KX_Light.h"
#include "KX_Scene.h"
#include "KX_RayCast.h"
#include "KX_GameObject.h"
@ -1187,7 +1188,7 @@ void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& v
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
float glviewmat[16];
unsigned int count;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
std::vector<RAS_OpenGLLight*>::iterator lit = m_lights.begin();
for (count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
@ -1198,10 +1199,9 @@ void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& v
glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
RAS_OpenGLLight* light = (*lit);
if (kxlight->ApplyLight(kxscene, layer, count))
if (light->ApplyFixedFunctionLighting(kxscene, layer, count))
count++;
}
glPopMatrix();
@ -1243,15 +1243,25 @@ void RAS_OpenGLRasterizer::DisableOpenGLLights()
m_lastlighting = false;
}
void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject)
RAS_ILightObject *RAS_OpenGLRasterizer::CreateLight()
{
m_lights.push_back(lightobject);
return new RAS_OpenGLLight(this);
}
void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject)
void RAS_OpenGLRasterizer::AddLight(RAS_ILightObject* lightobject)
{
std::vector<struct RAS_LightObject*>::iterator lit =
std::find(m_lights.begin(),m_lights.end(),lightobject);
RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject);
assert(gllight);
m_lights.push_back(gllight);
}
void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject)
{
RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject);
assert(gllight);
std::vector<RAS_OpenGLLight*>::iterator lit =
std::find(m_lights.begin(),m_lights.end(),gllight);
if (!(lit==m_lights.end()))
m_lights.erase(lit);

@ -46,6 +46,7 @@ using namespace std;
class RAS_IStorage;
class RAS_ICanvas;
class RAS_OpenGLLight;
#define RAS_MAX_TEXCO 8 /* match in BL_Material */
#define RAS_MAX_ATTRIB 16 /* match in BL_BlenderShader */
@ -117,7 +118,7 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
/* Render tools */
void *m_clientobject;
void *m_auxilaryClientInfo;
std::vector<struct RAS_LightObject *> m_lights;
std::vector<RAS_OpenGLLight *> m_lights;
int m_lastlightlayer;
bool m_lastlighting;
void *m_lastauxinfo;
@ -315,9 +316,11 @@ public:
bool RayHit(struct KX_ClientObjectInfo *client, class KX_RayCast *result, void * const data);
bool NeedRayCast(struct KX_ClientObjectInfo *) { return true; }
void AddLight(struct RAS_LightObject *lightobject);
void RemoveLight(struct RAS_LightObject *lightobject);
int ApplyLights(int objectlayer, const MT_Transform &viewmat);
RAS_ILightObject* CreateLight();
void AddLight(RAS_ILightObject* lightobject);
void RemoveLight(RAS_ILightObject* lightobject);
int ApplyLights(int objectlayer, const MT_Transform& viewmat);
void MotionBlur();

@ -36,6 +36,7 @@
#include "KX_GameObject.h"
#include "KX_Light.h"
#include "RAS_MeshObject.h"
#include "RAS_ILightObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
@ -237,7 +238,7 @@ static int Texture_init(Texture *self, PyObject *args, PyObject *kwds)
}
else if (lamp != NULL)
{
self->m_imgTexture = lamp->GetTextureImage(texID);
self->m_imgTexture = lamp->GetLightData()->GetTextureImage(texID);
self->m_useMatTexture = false;
}