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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-03-24 18:45:08 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-03-24 18:45:08 +0300
commitce8badeb187931cc24d29730d0d10a7242bb7969 (patch)
tree61791f61cb6d7de53aaceaa520a28cfe635292c7 /source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
parentdbe675195d8f78fb3a5f9b89d0c6b89a47513198 (diff)
Fix for bug #18423: BGE lights in overlay scene also affected
other scenes, for texture face / multitexture materials. Fix for bug #18428: BGE lights on hidden layers were still used, for all material types, now they have no effect
Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.cpp')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp166
1 files changed, 91 insertions, 75 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index c0d6248a3ca..8135635ddb3 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -29,6 +29,8 @@
#include "GL/glew.h"
+#include "DNA_scene_types.h"
+
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
@@ -72,6 +74,7 @@ void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
m_clientobject = NULL;
m_lastlightlayer = -1;
m_lastlighting = false;
+ m_lastauxinfo = NULL;
DisableOpenGLLights();
}
@@ -85,25 +88,27 @@ void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
-void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
+void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
{
- if(m_lastlightlayer == layer)
- return;
+ bool enable = false;
+ int layer= -1;
- m_lastlightlayer = layer;
+ /* find the layer */
+ if(uselights) {
+ if(m_clientobject)
+ layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+ }
- bool enable = false;
+ /* avoid state switching */
+ if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
+ return;
- if (layer >= 0)
- {
- if (m_clientobject)
- {
- if (layer == RAS_LIGHT_OBJECT_LAYER)
- layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+ m_lastlightlayer = layer;
+ m_lastauxinfo = m_auxilaryClientInfo;
- enable = applyLights(layer, viewmat);
- }
- }
+ /* enable/disable lights as needed */
+ if(layer >= 0)
+ enable = applyLights(layer, viewmat);
if(enable)
EnableOpenGLLights(rasty);
@@ -392,11 +397,16 @@ void GPC_RenderTools::PopMatrix()
int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
// taken from blender source, incompatibility between Blender Object / GameObject
+ KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
+ int scenelayer = ~0;
float glviewmat[16];
unsigned int count;
float vec[4];
vec[3]= 1.0;
+
+ if(kxscene && kxscene->GetBlenderScene())
+ scenelayer = kxscene->GetBlenderScene()->lay;
for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
@@ -411,71 +421,77 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
- if (lightdata->m_layer & objectlayer)
- {
- vec[0] = (*(lightdata->m_worldmatrix))(0,3);
- vec[1] = (*(lightdata->m_worldmatrix))(1,3);
- vec[2] = (*(lightdata->m_worldmatrix))(2,3);
- vec[3] = 1;
+ KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
- if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
-
- vec[0] = (*(lightdata->m_worldmatrix))(0,2);
- vec[1] = (*(lightdata->m_worldmatrix))(1,2);
- vec[2] = (*(lightdata->m_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+count), GL_POSITION, vec);
- }
- else {
- //vec[3]= 1.0;
- glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
- glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
- glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
- // without this next line it looks backward compatible.
- //attennuation still is acceptable
- glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
-
- if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
- vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
- vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
- vec[2] = -(*(lightdata->m_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+count), GL_SPOT_DIRECTION, vec);
- glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
- glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
- }
- else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
- }
+ /* only use lights in the same layer as the object */
+ if(!(lightdata->m_layer & objectlayer))
+ continue;
+ /* only use lights in the same scene, and in a visible layer */
+ if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
+ continue;
+
+ vec[0] = (*(lightdata->m_worldmatrix))(0,3);
+ vec[1] = (*(lightdata->m_worldmatrix))(1,3);
+ vec[2] = (*(lightdata->m_worldmatrix))(2,3);
+ vec[3] = 1;
+
+ if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
- if (lightdata->m_nodiffuse)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
- } else {
- vec[0]= lightdata->m_energy*lightdata->m_red;
- vec[1]= lightdata->m_energy*lightdata->m_green;
- vec[2]= lightdata->m_energy*lightdata->m_blue;
- vec[3]= 1.0;
- }
- glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
- if (lightdata->m_nospecular)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
- } else if (lightdata->m_nodiffuse) {
- vec[0]= lightdata->m_energy*lightdata->m_red;
- vec[1]= lightdata->m_energy*lightdata->m_green;
- vec[2]= lightdata->m_energy*lightdata->m_blue;
- vec[3]= 1.0;
+ vec[0] = (*(lightdata->m_worldmatrix))(0,2);
+ vec[1] = (*(lightdata->m_worldmatrix))(1,2);
+ vec[2] = (*(lightdata->m_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+count), GL_POSITION, vec);
+ }
+ else {
+ //vec[3]= 1.0;
+ glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
+ glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
+ // without this next line it looks backward compatible.
+ //attennuation still is acceptable
+ glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
+
+ if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
+ vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
+ vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
+ vec[2] = -(*(lightdata->m_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+count), GL_SPOT_DIRECTION, vec);
+ glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
+ glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
}
- glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
- glEnable((GLenum)(GL_LIGHT0+count));
-
- count++;
+ else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
+ }
+
+ if (lightdata->m_nodiffuse)
+ {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ } else {
+ vec[0]= lightdata->m_energy*lightdata->m_red;
+ vec[1]= lightdata->m_energy*lightdata->m_green;
+ vec[2]= lightdata->m_energy*lightdata->m_blue;
+ vec[3]= 1.0;
+ }
+ glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
+ if (lightdata->m_nospecular)
+ {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ } else if (lightdata->m_nodiffuse) {
+ vec[0]= lightdata->m_energy*lightdata->m_red;
+ vec[1]= lightdata->m_energy*lightdata->m_green;
+ vec[2]= lightdata->m_energy*lightdata->m_blue;
+ vec[3]= 1.0;
}
+ glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
+ glEnable((GLenum)(GL_LIGHT0+count));
+
+ count++;
}
glPopMatrix();