Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorMitchell Stokes <mogurijin@gmail.com>2014-03-28 09:32:06 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-03-28 09:32:06 +0400
commitdf9d6737b912b71fb91579b43ea6c7786d88f803 (patch)
tree0466230d0ce29d297888826f623426728243a995 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
parent3ec0c73211d6786664a303a7413cae4e67ef6cf5 (diff)
BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject
The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight implementation.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp276
1 files changed, 276 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
new file mode 100644
index 00000000000..91ad2838ccd
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -0,0 +1,276 @@
+/*
+ * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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): Mitchell Stokes
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "GL/glew.h"
+
+#include "RAS_OpenGLLight.h"
+#include "RAS_OpenGLRasterizer.h"
+#include "RAS_ICanvas.h"
+
+#include "MT_CmMatrix4x4.h"
+
+#include "KX_Camera.h"
+#include "KX_Light.h"
+#include "KX_Scene.h"
+
+#include "DNA_lamp_types.h"
+#include "DNA_scene_types.h"
+
+#include "GPU_material.h"
+
+RAS_OpenGLLight::RAS_OpenGLLight(RAS_OpenGLRasterizer *ras)
+ :m_rasterizer(ras)
+{
+}
+
+RAS_OpenGLLight::~RAS_OpenGLLight()
+{
+ GPULamp *lamp;
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+ Lamp *la = (Lamp*)kxlight->GetBlenderObject()->data;
+
+ if ((lamp = GetGPULamp())) {
+ float obmat[4][4] = {{0}};
+ GPU_lamp_update(lamp, 0, 0, obmat);
+ GPU_lamp_update_distance(lamp, la->dist, la->att1, la->att2);
+ GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
+ }
+}
+
+bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot)
+{
+ KX_Scene* lightscene = (KX_Scene*)m_scene;
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+ 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_layer & oblayer))
+ return false;
+ /* only use lights in the same scene, and in a visible layer */
+ if (kxscene != lightscene || !(m_layer & scenelayer))
+ return false;
+
+ // lights don't get their openGL matrix updated, do it now
+ if (kxlight->GetSGNode()->IsDirty())
+ kxlight->GetOpenGLMatrix();
+
+ MT_CmMatrix4x4& worldmatrix= *kxlight->GetOpenGLMatrixPtr();
+
+ vec[0] = worldmatrix(0,3);
+ vec[1] = worldmatrix(1,3);
+ vec[2] = worldmatrix(2,3);
+ vec[3] = 1.0f;
+
+ if (m_type==RAS_ILightObject::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_att1/m_distance);
+ // without this next line it looks backward compatible.
+ //attennuation still is acceptable
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_att2/(m_distance*m_distance));
+
+ if (m_type==RAS_ILightObject::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_spotsize / 2.0f);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
+ }
+ else {
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
+ }
+ }
+
+ if (m_nodiffuse) {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ }
+ else {
+ vec[0] = m_energy*m_color[0];
+ vec[1] = m_energy*m_color[1];
+ vec[2] = m_energy*m_color[2];
+ vec[3] = 1.0;
+ }
+
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
+ if (m_nospecular)
+ {
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ }
+ else if (m_nodiffuse) {
+ vec[0] = m_energy*m_color[0];
+ vec[1] = m_energy*m_color[1];
+ vec[2] = m_energy*m_color[2];
+ vec[3] = 1.0;
+ }
+
+ glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
+ glEnable((GLenum)(GL_LIGHT0+slot));
+
+ return true;
+}
+
+GPULamp *RAS_OpenGLLight::GetGPULamp()
+{
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+
+ if (m_glsl)
+ return GPU_lamp_from_blender(kxlight->GetScene()->GetBlenderScene(), kxlight->GetBlenderObject(), kxlight->GetBlenderGroupObject());
+ else
+ return NULL;
+}
+
+
+bool RAS_OpenGLLight::HasShadowBuffer()
+{
+ GPULamp *lamp;
+
+ if ((lamp = GetGPULamp()))
+ return GPU_lamp_has_shadow_buffer(lamp);
+ else
+ return false;
+}
+
+int RAS_OpenGLLight::GetShadowLayer()
+{
+ GPULamp *lamp;
+
+ if ((lamp = GetGPULamp()))
+ return GPU_lamp_shadow_layer(lamp);
+ else
+ return 0;
+}
+
+void RAS_OpenGLLight::BindShadowBuffer(RAS_ICanvas *canvas, 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);
+
+ if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE)
+ m_rasterizer->SetUsingOverrideShader(true);
+
+ /* GPU_lamp_shadow_buffer_bind() changes the viewport, so update the canvas */
+ canvas->UpdateViewPort(0, 0, winsize, winsize);
+
+ /* 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);
+
+ /* setup rasterizer transformations */
+ /* SetViewMatrix may use stereomode which we temporarily disable here */
+ RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
+ m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
+ m_rasterizer->SetProjectionMatrix(projectionmat);
+ m_rasterizer->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
+ m_rasterizer->SetStereoMode(stereomode);
+}
+
+void RAS_OpenGLLight::UnbindShadowBuffer()
+{
+ GPULamp *lamp = GetGPULamp();
+ GPU_lamp_shadow_buffer_unbind(lamp);
+
+ if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE)
+ m_rasterizer->SetUsingOverrideShader(false);
+}
+
+Image *RAS_OpenGLLight::GetTextureImage(short texslot)
+{
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+ Lamp *la = (Lamp*)kxlight->GetBlenderObject()->data;
+
+ if (texslot >= MAX_MTEX || texslot < 0)
+ {
+ printf("KX_LightObject::GetTextureImage(): texslot exceeds slot bounds (0-%d)\n", MAX_MTEX-1);
+ return NULL;
+ }
+
+ if (la->mtex[texslot])
+ return la->mtex[texslot]->tex->ima;
+
+ return NULL;
+}
+
+void RAS_OpenGLLight::Update()
+{
+ GPULamp *lamp;
+ KX_LightObject* kxlight = (KX_LightObject*)m_light;
+
+ if ((lamp = GetGPULamp()) != NULL && kxlight->GetSGNode()) {
+ float obmat[4][4];
+ // lights don't get their openGL matrix updated, do it now
+ if (kxlight->GetSGNode()->IsDirty())
+ kxlight->GetOpenGLMatrix();
+ double *dobmat = kxlight->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_layer, 0, obmat);
+ GPU_lamp_update_colors(lamp, m_color[0], m_color[1],
+ m_color[2], m_energy);
+ GPU_lamp_update_distance(lamp, m_distance, m_att1, m_att2);
+ GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
+ }
+}
+
+