blender/source/gameengine/Ketsji/KX_Light.cpp
Campbell Barton d573e9c539 BGE Python api
Added the method into the PyType so python knows about the methods (its supposed to work this way).
This means in the future the api can use PyType_Ready() to store the methods in the types dictionary.
Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.
2009-04-03 04:12:20 +00:00

333 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"
#include "DNA_object_types.h"
#include "GPU_material.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
class RAS_IRenderTools* rendertools,
const RAS_LightObject& lightobj,
bool glsl,
PyTypeObject* T
)
:
KX_GameObject(sgReplicationInfo,callbacks,T),
m_rendertools(rendertools)
{
m_lightobj = lightobj;
m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
m_lightobj.m_scene = sgReplicationInfo;
m_rendertools->AddLight(&m_lightobj);
m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
};
KX_LightObject::~KX_LightObject()
{
GPULamp *lamp;
if((lamp = GetGPULamp())) {
float obmat[4][4] = {{0}};
GPU_lamp_update(lamp, 0, obmat);
}
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;
}
GPULamp *KX_LightObject::GetGPULamp()
{
if(m_glsl)
return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject());
else
return false;
}
void KX_LightObject::Update()
{
GPULamp *lamp;
if((lamp = GetGPULamp())) {
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(lamp, m_lightobj.m_layer, obmat);
}
}
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, 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);
/* 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());
}
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
{
GPULamp *lamp = GetGPULamp();
GPU_lamp_shadow_buffer_unbind(lamp);
}
PyObject* KX_LightObject::_getattr(const char *attr)
{
if (!strcmp(attr, "layer"))
return PyInt_FromLong(m_lightobj.m_layer);
if (!strcmp(attr, "energy"))
return PyFloat_FromDouble(m_lightobj.m_energy);
if (!strcmp(attr, "distance"))
return PyFloat_FromDouble(m_lightobj.m_distance);
if (!strcmp(attr, "colour") || !strcmp(attr, "color"))
return Py_BuildValue("[fff]", m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue);
if (!strcmp(attr, "lin_attenuation"))
return PyFloat_FromDouble(m_lightobj.m_att1);
if (!strcmp(attr, "quad_attenuation"))
return PyFloat_FromDouble(m_lightobj.m_att2);
if (!strcmp(attr, "spotsize"))
return PyFloat_FromDouble(m_lightobj.m_spotsize);
if (!strcmp(attr, "spotblend"))
return PyFloat_FromDouble(m_lightobj.m_spotblend);
if (!strcmp(attr, "SPOT"))
return PyInt_FromLong(RAS_LightObject::LIGHT_SPOT);
if (!strcmp(attr, "SUN"))
return PyInt_FromLong(RAS_LightObject::LIGHT_SUN);
if (!strcmp(attr, "NORMAL"))
return PyInt_FromLong(RAS_LightObject::LIGHT_NORMAL);
if (!strcmp(attr, "type"))
return PyInt_FromLong(m_lightobj.m_type);
_getattr_up(KX_GameObject);
}
int KX_LightObject::_setattr(const char *attr, PyObject *pyvalue)
{
if (PyInt_Check(pyvalue))
{
int value = PyInt_AsLong(pyvalue);
if (!strcmp(attr, "layer"))
{
m_lightobj.m_layer = value;
return 0;
}
if (!strcmp(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 (!strcmp(attr, "energy"))
{
m_lightobj.m_energy = value;
return 0;
}
if (!strcmp(attr, "distance"))
{
m_lightobj.m_distance = value;
return 0;
}
if (!strcmp(attr, "lin_attenuation"))
{
m_lightobj.m_att1 = value;
return 0;
}
if (!strcmp(attr, "quad_attenuation"))
{
m_lightobj.m_att2 = value;
return 0;
}
if (!strcmp(attr, "spotsize"))
{
m_lightobj.m_spotsize = value;
return 0;
}
if (!strcmp(attr, "spotblend"))
{
m_lightobj.m_spotblend = value;
return 0;
}
}
if (PySequence_Check(pyvalue))
{
if (!strcmp(attr, "colour") || !strcmp(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;
}
}
if (!strcmp(attr, "SPOT") || !strcmp(attr, "SUN") || !strcmp(attr, "NORMAL"))
{
PyErr_Format(PyExc_RuntimeError, "Attribute %s is read only.", attr);
return 1;
}
return KX_GameObject::_setattr(attr, pyvalue);
}
PyMethodDef KX_LightObject::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_LightObject::Attributes[] = {
{ NULL } //Sentinel
};
PyTypeObject KX_LightObject::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_LightObject",
sizeof(KX_LightObject),
0,
PyDestructor,
0,
__getattr,
__setattr,
0,
__repr,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject KX_LightObject::Parents[] = {
&KX_LightObject::Type,
&KX_GameObject::Type,
&SCA_IObject::Type,
&CValue::Type,
NULL
};