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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-06-09 17:51:32 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-06-09 17:51:32 +0400
commite29c9bc4da59a8e8db933e1a53a181e396f4706b (patch)
treef77ce5061bd6d019a8b95d05b49eb96fdba52ee3 /source/gameengine/Ketsji/KX_Light.cpp
parent20eaa1466dbb530e583699e189c9f8b8597b7eb4 (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/Ketsji/KX_Light.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp97
1 files changed, 95 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index fe575384a35..274d8f26d78 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -35,6 +35,8 @@
#pragma warning (disable : 4786)
#endif
+#include "GL/glew.h"
+
#include "KX_Light.h"
#include "KX_Camera.h"
#include "RAS_IRasterizer.h"
@@ -43,6 +45,7 @@
#include "KX_PyMath.h"
#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
#include "GPU_material.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
@@ -56,8 +59,8 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
m_rendertools(rendertools)
{
m_lightobj = lightobj;
- m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
m_lightobj.m_scene = sgReplicationInfo;
+ m_lightobj.m_light = this;
m_rendertools->AddLight(&m_lightobj);
m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
@@ -84,12 +87,102 @@ CValue* KX_LightObject::GetReplica()
replica->ProcessReplica();
- replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
+ replica->m_lightobj.m_light = replica;
m_rendertools->AddLight(&replica->m_lightobj);
return replica;
}
+bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
+{
+ KX_Scene* lightscene = (KX_Scene*)m_lightobj.m_scene;
+ float vec[4];
+ int scenelayer = ~0;
+
+ if(kxscene && kxscene->GetBlenderScene())
+ scenelayer = kxscene->GetBlenderScene()->lay;
+
+ /* only use lights in the same layer as the object */
+ if(!(m_lightobj.m_layer & oblayer))
+ return false;
+ /* only use lights in the same scene, and in a visible layer */
+ if(kxscene != lightscene || !(m_lightobj.m_layer & scenelayer))
+ return false;
+
+ // lights don't get their openGL matrix updated, do it now
+ if(GetSGNode()->IsDirty())
+ GetOpenGLMatrix();
+
+ MT_CmMatrix4x4& worldmatrix= *GetOpenGLMatrixPtr();
+
+ vec[0] = worldmatrix(0,3);
+ vec[1] = worldmatrix(1,3);
+ vec[2] = worldmatrix(2,3);
+ vec[3] = 1.0f;
+
+ if(m_lightobj.m_type==RAS_LightObject::LIGHT_SUN) {
+
+ vec[0] = worldmatrix(0,2);
+ vec[1] = worldmatrix(1,2);
+ vec[2] = 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+slot), GL_POSITION, vec);
+ }
+ else {
+ //vec[3]= 1.0;
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_lightobj.m_att1/m_lightobj.m_distance);
+ // without this next line it looks backward compatible.
+ //attennuation still is acceptable
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance));
+
+ if(m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) {
+ vec[0] = -worldmatrix(0,2);
+ vec[1] = -worldmatrix(1,2);
+ vec[2] = -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+slot), GL_SPOT_DIRECTION, vec);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, m_lightobj.m_spotsize/2.0);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0*m_lightobj.m_spotblend);
+ }
+ else
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
+ }
+
+ if (m_lightobj.m_nodiffuse) {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ }
+ else {
+ vec[0]= m_lightobj.m_energy*m_lightobj.m_red;
+ vec[1]= m_lightobj.m_energy*m_lightobj.m_green;
+ vec[2]= m_lightobj.m_energy*m_lightobj.m_blue;
+ vec[3]= 1.0;
+ }
+
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
+ if(m_lightobj.m_nospecular)
+ {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ }
+ else if (m_lightobj.m_nodiffuse) {
+ vec[0]= m_lightobj.m_energy*m_lightobj.m_red;
+ vec[1]= m_lightobj.m_energy*m_lightobj.m_green;
+ vec[2]= m_lightobj.m_energy*m_lightobj.m_blue;
+ vec[3]= 1.0;
+ }
+
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
+ glEnable((GLenum)(GL_LIGHT0+slot));
+
+ return true;
+}
+
GPULamp *KX_LightObject::GetGPULamp()
{
if(m_glsl)