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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-02-06 22:21:24 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-02-06 22:21:24 +0300
commite40803a5b3ac860f895c2180fe90f0040f3583d5 (patch)
tree992d30305f2b27bd0f607c3dbb274a7fb4d1d388 /source/gameengine
parent09099111e39a7363fa186c4200b60b3b2bd93f9e (diff)
Fix for bug #18228: OpenGL specular did not get the correct view
vector in perspective mode. This is default OpenGL behavior, but by now this optimization is really insignificant. Works in both the 3d view and game engine.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp9
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h4
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp9
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_IRenderTools.h1
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp4
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp11
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h2
9 files changed, 31 insertions, 15 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 1797d6c1a0f..42ad7769cbd 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -80,7 +80,7 @@ void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
-void KX_BlenderRenderTools::ProcessLighting(int layer, const MT_Transform& viewmat)
+void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
{
if(m_lastlightlayer == layer)
return;
@@ -101,12 +101,12 @@ void KX_BlenderRenderTools::ProcessLighting(int layer, const MT_Transform& viewm
}
if(enable)
- EnableOpenGLLights();
+ EnableOpenGLLights(rasty);
else
DisableOpenGLLights();
}
-void KX_BlenderRenderTools::EnableOpenGLLights()
+void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
{
if(m_lastlighting == true)
return;
@@ -115,7 +115,8 @@ void KX_BlenderRenderTools::EnableOpenGLLights()
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
index a7618462c9b..ebf7562503f 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
@@ -60,9 +60,9 @@ public:
void EndFrame(RAS_IRasterizer* rasty);
void BeginFrame(RAS_IRasterizer* rasty);
- void EnableOpenGLLights();
+ void EnableOpenGLLights(RAS_IRasterizer *rasty);
void DisableOpenGLLights();
- void ProcessLighting(int layer, const MT_Transform& viewmat);
+ void ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat);
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 78d8eaf2aa3..c0d6248a3ca 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -85,7 +85,7 @@ 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(int layer, const MT_Transform& viewmat)
+void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
{
if(m_lastlightlayer == layer)
return;
@@ -106,12 +106,12 @@ void GPC_RenderTools::ProcessLighting(int layer, const MT_Transform& viewmat)
}
if(enable)
- EnableOpenGLLights();
+ EnableOpenGLLights(rasty);
else
DisableOpenGLLights();
}
-void GPC_RenderTools::EnableOpenGLLights()
+void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
{
if(m_lastlighting == true)
return;
@@ -120,7 +120,8 @@ void GPC_RenderTools::EnableOpenGLLights()
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
index 382956e73ea..2a1b66a3aa9 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
@@ -65,9 +65,9 @@ public:
void EndFrame(RAS_IRasterizer* rasty);
void BeginFrame(RAS_IRasterizer* rasty);
- void EnableOpenGLLights();
+ void EnableOpenGLLights(RAS_IRasterizer *rasty);
void DisableOpenGLLights();
- void ProcessLighting(int layer, const MT_Transform& viewmat);
+ void ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat);
/* @attention mode is ignored here */
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index b4b90c3608b..d529ca8973a 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -255,6 +255,8 @@ public:
/**
*/
virtual const MT_Point3& GetCameraPosition()=0;
+ virtual bool GetCameraOrtho()=0;
+
/**
*/
virtual void SetFog(float start,
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h
index 57f331e64cb..a289ffed492 100644
--- a/source/gameengine/Rasterizer/RAS_IRenderTools.h
+++ b/source/gameengine/Rasterizer/RAS_IRenderTools.h
@@ -134,6 +134,7 @@ public:
virtual
void
ProcessLighting(
+ RAS_IRasterizer *rasty,
int layer,
const MT_Transform& trans
)=0;
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index ad8d7ebd5b0..d8631c1edf6 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -517,9 +517,9 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
return false;
if (m_material->UsesLighting(rasty))
- rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER, cameratrans);
+ rendertools->ProcessLighting(rasty, RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER, cameratrans);
else
- rendertools->ProcessLighting(-1, cameratrans);
+ rendertools->ProcessLighting(rasty, -1, cameratrans);
return true;
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 3cad5fe74f2..08c600e7682 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -59,6 +59,8 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
m_2DCanvas(canvas),
m_fogenabled(false),
m_time(0.0),
+ m_campos(0.0f, 0.0f, 0.0f),
+ m_camortho(false),
m_stereomode(RAS_STEREO_NOSTEREO),
m_curreye(RAS_STEREO_LEFTEYE),
m_eyeseparation(0.0),
@@ -756,8 +758,9 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
glMatrixMode(GL_PROJECTION);
double* matrix = &mat(0,0);
glLoadMatrixd(matrix);
-}
+ m_camortho= (mat(3, 3) != 0.0f);
+}
void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
{
@@ -767,6 +770,8 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
mat.getValue(matrix);
/* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
glLoadMatrixd(matrix);
+
+ m_camortho= (mat[3][3] != 0.0f);
}
MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
@@ -883,6 +888,10 @@ const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
return m_campos;
}
+bool RAS_OpenGLRasterizer::GetCameraOrtho()
+{
+ return m_camortho;
+}
void RAS_OpenGLRasterizer::SetCullFace(bool enable)
{
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index d39fd642f86..c72d4880437 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -80,6 +80,7 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
MT_Matrix4x4 m_viewmatrix;
MT_Matrix4x4 m_viewinvmatrix;
MT_Point3 m_campos;
+ bool m_camortho;
StereoMode m_stereomode;
StereoEye m_curreye;
@@ -168,6 +169,7 @@ public:
);
virtual const MT_Point3& GetCameraPosition();
+ virtual bool GetCameraOrtho();
virtual void SetFog(
float start,