/* * ***** 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 #include "GL/glew.h" #include "KX_Light.h" #include "KX_Camera.h" #include "RAS_IRasterizer.h" #include "RAS_ICanvas.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" #include "BLI_math.h" KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, RAS_IRasterizer* rasterizer, const RAS_LightObject& 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_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_rasterizer->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_rasterizer->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, 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_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_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_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(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(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_spotsize(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_LightObject* self = static_cast(self_v); return Py_BuildValue("f", RAD2DEGF(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(self_v); float spotsize = (float)PyFloat_AsDouble(value); if (PyErr_Occurred()) return PY_SET_ATTR_FAIL; 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; } 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(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(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