blender/source/gameengine/Ketsji/KX_Light.cpp
Brecht Van Lommel 99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00

339 lines
7.3 KiB
C++

/**
* $Id$
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable : 4786)
#endif
#include "KX_Light.h"
#include "KX_Camera.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "KX_PyMath.h"
#ifdef BLENDER_GLSL
#include "GPU_material.h"
#endif
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
class RAS_IRenderTools* rendertools,
const RAS_LightObject& lightobj,
struct GPULamp *gpulamp,
PyTypeObject* T
)
:
KX_GameObject(sgReplicationInfo,callbacks,T),
m_rendertools(rendertools)
{
m_lightobj = lightobj;
m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
m_rendertools->AddLight(&m_lightobj);
m_gpulamp = gpulamp;
};
KX_LightObject::~KX_LightObject()
{
m_rendertools->RemoveLight(&m_lightobj);
}
CValue* KX_LightObject::GetReplica()
{
KX_LightObject* replica = new KX_LightObject(*this);
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
ProcessReplica(replica);
replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
m_rendertools->AddLight(&replica->m_lightobj);
return replica;
}
void KX_LightObject::Update()
{
#ifdef BLENDER_GLSL
if(m_gpulamp) {
float obmat[4][4];
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(m_gpulamp, obmat);
}
#endif
}
bool KX_LightObject::HasShadowBuffer()
{
#ifdef BLENDER_GLSL
return (m_gpulamp && GPU_lamp_has_shadow_buffer(m_gpulamp));
#else
return false;
#endif
}
int KX_LightObject::GetShadowLayer()
{
#ifdef BLENDER_GLSL
if(m_gpulamp)
return GPU_lamp_shadow_layer(m_gpulamp);
else
#endif
return 0;
}
void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans)
{
#ifdef BLENDER_GLSL
float viewmat[4][4], winmat[4][4];
int winsize;
/* bind framebuffer */
GPU_lamp_shadow_buffer_bind(m_gpulamp, viewmat, &winsize, winmat);
/* 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,true);
/* setup rasterizer transformations */
ras->SetProjectionMatrix(projectionmat);
ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(),
cam->GetCameraLocation(), cam->GetCameraOrientation());
#endif
}
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
{
#ifdef BLENDER_GLSL
GPU_lamp_shadow_buffer_unbind(m_gpulamp);
#endif
}
PyObject* KX_LightObject::_getattr(const STR_String& attr)
{
if (attr == "layer")
return PyInt_FromLong(m_lightobj.m_layer);
if (attr == "energy")
return PyFloat_FromDouble(m_lightobj.m_energy);
if (attr == "distance")
return PyFloat_FromDouble(m_lightobj.m_distance);
if (attr == "colour" || attr == "color")
return Py_BuildValue("[fff]", m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue);
if (attr == "lin_attenuation")
return PyFloat_FromDouble(m_lightobj.m_att1);
if (attr == "quad_attenuation")
return PyFloat_FromDouble(m_lightobj.m_att2);
if (attr == "spotsize")
return PyFloat_FromDouble(m_lightobj.m_spotsize);
if (attr == "spotblend")
return PyFloat_FromDouble(m_lightobj.m_spotblend);
if (attr == "SPOT")
return PyInt_FromLong(RAS_LightObject::LIGHT_SPOT);
if (attr == "SUN")
return PyInt_FromLong(RAS_LightObject::LIGHT_SUN);
if (attr == "NORMAL")
return PyInt_FromLong(RAS_LightObject::LIGHT_NORMAL);
if (attr == "type")
return PyInt_FromLong(m_lightobj.m_type);
_getattr_up(KX_GameObject);
}
int KX_LightObject::_setattr(const STR_String& attr, PyObject *pyvalue)
{
if (attr == "SPOT" || attr == "SUN" || attr == "NORMAL")
{
PyErr_Format(PyExc_RuntimeError, "Attribute %s is read only.", attr.ReadPtr());
return 1;
}
if (PyInt_Check(pyvalue))
{
int value = PyInt_AsLong(pyvalue);
if (attr == "layer")
{
m_lightobj.m_layer = value;
return 0;
}
if (attr == "type")
{
if (value >= RAS_LightObject::LIGHT_SPOT && value <= RAS_LightObject::LIGHT_NORMAL)
m_lightobj.m_type = (RAS_LightObject::LightType) value;
return 0;
}
}
if (PyFloat_Check(pyvalue))
{
float value = PyFloat_AsDouble(pyvalue);
if (attr == "energy")
{
m_lightobj.m_energy = value;
return 0;
}
if (attr == "distance")
{
m_lightobj.m_distance = value;
return 0;
}
if (attr == "lin_attenuation")
{
m_lightobj.m_att1 = value;
return 0;
}
if (attr == "quad_attenuation")
{
m_lightobj.m_att2 = value;
return 0;
}
if (attr == "spotsize")
{
m_lightobj.m_spotsize = value;
return 0;
}
if (attr == "spotblend")
{
m_lightobj.m_spotblend = value;
return 0;
}
}
if (PySequence_Check(pyvalue))
{
if (attr == "colour" || attr == "color")
{
MT_Vector3 color;
if (PyVecTo(pyvalue, color))
{
m_lightobj.m_red = color[0];
m_lightobj.m_green = color[1];
m_lightobj.m_blue = color[2];
return 0;
}
return 1;
}
}
return KX_GameObject::_setattr(attr, pyvalue);
}
PyMethodDef KX_LightObject::Methods[] = {
{NULL,NULL} //Sentinel
};
char KX_LightObject::doc[] = "Module KX_LightObject\n\n"
"Constants:\n"
"\tSPOT\n"
"\tSUN\n"
"\tNORMAL\n"
"Attributes:\n"
"\ttype -> SPOT, SUN or NORMAL\n"
"\t\tThe type of light.\n"
"\tlayer -> integer bit field.\n"
"\t\tThe layers this light applies to.\n"
"\tenergy -> float.\n"
"\t\tThe brightness of the light.\n"
"\tdistance -> float.\n"
"\t\tThe effect radius of the light.\n"
"\tcolour -> list [r, g, b].\n"
"\tcolor -> list [r, g, b].\n"
"\t\tThe color of the light.\n"
"\tlin_attenuation -> float.\n"
"\t\tThe attenuation factor for the light.\n"
"\tspotsize -> float.\n"
"\t\tThe size of the spot.\n"
"\tspotblend -> float.\n"
"\t\tThe blend? of the spot.\n";
PyTypeObject KX_LightObject::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_LightObject",
sizeof(KX_LightObject),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0, 0, 0, 0, 0, 0,
doc
};
PyParentObject KX_LightObject::Parents[] = {
&KX_LightObject::Type,
&KX_GameObject::Type,
&SCA_IObject::Type,
&CValue::Type,
NULL
};