diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2012-07-24 00:24:35 +0400 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-07-24 00:24:35 +0400 |
commit | 37246b3ca17cf908d8c5855c9f0a6f0686646ea2 (patch) | |
tree | 22434e355d883e9806e26cac00409a9a1ad79f48 /source/blender/gpu/intern/gpu_material.c | |
parent | 541e46f7adca5b23928a6b110f4442c9435979d8 (diff) |
BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported):
* distance
* lin_attenuation
* quad_attenuation
* spotsize
* spotblend
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 26 |
1 files changed, 20 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 0fad5e47445..557d8dbe237 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -117,6 +117,7 @@ struct GPULamp { float dynimat[4][4]; float spotsi, spotbl, k; + float dyndist, dynatt1, dynatt2; float dist, att1, att2; float shadow_color[3]; @@ -413,13 +414,13 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode case LA_FALLOFF_CONSTANT: break; case LA_FALLOFF_INVLINEAR: - GPU_link(mat, "lamp_falloff_invlinear", GPU_uniform(&lamp->dist), *dist, &visifac); + GPU_link(mat, "lamp_falloff_invlinear", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac); break; case LA_FALLOFF_INVSQUARE: - GPU_link(mat, "lamp_falloff_invsquare", GPU_uniform(&lamp->dist), *dist, &visifac); + GPU_link(mat, "lamp_falloff_invsquare", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac); break; case LA_FALLOFF_SLIDERS: - GPU_link(mat, "lamp_falloff_sliders", GPU_uniform(&lamp->dist), GPU_uniform(&lamp->att1), GPU_uniform(&lamp->att2), *dist, &visifac); + GPU_link(mat, "lamp_falloff_sliders", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), GPU_dynamic_uniform(&lamp->att1, GPU_DYNAMIC_LAMP_ATT1, lamp->ob), GPU_dynamic_uniform(&lamp->att2, GPU_DYNAMIC_LAMP_ATT2, lamp->ob), *dist, &visifac); break; case LA_FALLOFF_CURVE: { @@ -427,13 +428,13 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode int size; curvemapping_table_RGBA(lamp->curfalloff, &array, &size); - GPU_link(mat, "lamp_falloff_curve", GPU_uniform(&lamp->dist), GPU_texture(size, array), *dist, &visifac); + GPU_link(mat, "lamp_falloff_curve", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), GPU_texture(size, array), *dist, &visifac); } break; } if (lamp->mode & LA_SPHERE) - GPU_link(mat, "lamp_visibility_sphere", GPU_uniform(&lamp->dist), *dist, visifac, &visifac); + GPU_link(mat, "lamp_visibility_sphere", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, visifac, &visifac); if (lamp->type == LA_SPOT) { if (lamp->mode & LA_SQUARE) { @@ -445,7 +446,7 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), *lv, &inpr); } - GPU_link(mat, "lamp_visibility_spot", GPU_uniform(&lamp->spotsi), GPU_uniform(&lamp->spotbl), inpr, visifac, &visifac); + GPU_link(mat, "lamp_visibility_spot", GPU_dynamic_uniform(&lamp->spotsi, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), GPU_dynamic_uniform(&lamp->spotbl, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), inpr, visifac, &visifac); } GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac); @@ -1570,6 +1571,19 @@ void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float ener lamp->col[2]= b* lamp->energy; } +void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2) +{ + lamp->dist = distance; + lamp->att1 = att1; + lamp->att2 = att2; +} + +void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend) +{ + lamp->spotsi= cos(M_PI*spotsize/360.0); + lamp->spotbl= (1.0f - lamp->spotsi)*spotblend; +} + static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp) { float temp, angle, pixsize, wsize; |