diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-06-09 17:51:32 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-06-09 17:51:32 +0400 |
commit | e29c9bc4da59a8e8db933e1a53a181e396f4706b (patch) | |
tree | f77ce5061bd6d019a8b95d05b49eb96fdba52ee3 /source/gameengine/GamePlayer/common | |
parent | 20eaa1466dbb530e583699e189c9f8b8597b7eb4 (diff) |
Fix for bug #18900: game engine lights in non-glsl mode did move
anymore, missing matrix update. Also move some code to KX_LightObject
to avoid duplication with player.
Diffstat (limited to 'source/gameengine/GamePlayer/common')
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.cpp | 88 |
1 files changed, 5 insertions, 83 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp index 02f23a8431b..96e50e651c0 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp @@ -31,8 +31,6 @@ #include "BMF_Api.h" -#include "DNA_scene_types.h" - #include "RAS_IRenderTools.h" #include "RAS_IRasterizer.h" #include "RAS_LightObject.h" @@ -44,6 +42,7 @@ #include "KX_BlenderMaterial.h" #include "KX_RayCast.h" #include "KX_IPhysicsController.h" +#include "KX_Light.h" #include "PHY_IPhysicsEnvironment.h" @@ -389,21 +388,12 @@ 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; + std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); - if(kxscene && kxscene->GetBlenderScene()) - scenelayer = kxscene->GetBlenderScene()->lay; - for(count=0; count<m_numgllights; count++) glDisable((GLenum)(GL_LIGHT0+count)); - - //std::vector<struct RAS_LightObject*> m_lights; - std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); viewmat.getValue(glviewmat); @@ -412,82 +402,14 @@ 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); - KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene; - - /* 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) { - - 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); - } - - 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)); + KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light; - count++; + if(kxlight->ApplyLight(kxscene, objectlayer, count)) + count++; } glPopMatrix(); return count; - } void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) |