blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
Dalai Felinto 6b9ab1f7a2 Unifying access to GLEW from the Blender Game Engine
Note: This is not about functionality, but about using the same stub file
we are using in Blender for the game engine in blender2.8.
2017-05-11 16:08:03 +02:00

300 lines
8.2 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): Mitchell Stokes
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "GPU_glew.h"
#include <stdio.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, la->coeff_const, la->coeff_lin, la->coeff_quad);
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] = 0.0f;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
}
else {
//vec[3] = 1.0f;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0f);
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, 180.0f);
}
}
if (m_nodiffuse) {
vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else {
vec[0] = m_energy*m_color[0];
vec[1] = m_energy*m_color[1];
vec[2] = m_energy*m_color[2];
vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
if (m_nospecular)
{
vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
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] = 1.0f;
}
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::GetShadowBindCode()
{
GPULamp *lamp;
if ((lamp = GetGPULamp()))
return GPU_lamp_shadow_bind_code(lamp);
return -1;
}
MT_Matrix4x4 RAS_OpenGLLight::GetShadowMatrix()
{
GPULamp *lamp;
if ((lamp = GetGPULamp()))
return MT_Matrix4x4(GPU_lamp_dynpersmat(lamp));
MT_Matrix4x4 mat;
mat.setIdentity();
return mat;
}
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->NodeGetLocalScaling(), 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();
float *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
for (int i=0; i<4; i++)
for (int j=0; j<4; j++, dobmat++)
obmat[i][j] = (float)*dobmat;
int hide = kxlight->GetVisible() ? 0 : 1;
GPU_lamp_update(lamp, m_layer, hide, 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, m_coeff_const, m_coeff_lin, m_coeff_quad);
GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
}
}