diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2014-03-28 09:32:06 +0400 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-03-28 09:32:06 +0400 |
commit | df9d6737b912b71fb91579b43ea6c7786d88f803 (patch) | |
tree | 0466230d0ce29d297888826f623426728243a995 /source/gameengine | |
parent | 3ec0c73211d6786664a303a7413cae4e67ef6cf5 (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')
16 files changed, 639 insertions, 325 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 8779cdd3249..e604b7bf81f 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -68,6 +68,8 @@ #include "KX_GameObject.h" #include "RAS_FramingManager.h" #include "RAS_MeshObject.h" +#include "RAS_IRasterizer.h" +#include "RAS_ILightObject.h" #include "KX_ConvertActuators.h" #include "KX_ConvertControllers.h" @@ -1767,22 +1769,22 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRasterizer *rasterizer, KX_BlenderSceneConverter *converter) { - RAS_LightObject lightobj; + RAS_ILightObject *lightobj = rasterizer->CreateLight(); KX_LightObject *gamelight; - lightobj.m_att1 = la->att1; - lightobj.m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f; - lightobj.m_red = la->r; - lightobj.m_green = la->g; - lightobj.m_blue = la->b; - lightobj.m_distance = la->dist; - lightobj.m_energy = la->energy; - lightobj.m_layer = layerflag; - lightobj.m_spotblend = la->spotblend; - lightobj.m_spotsize = la->spotsize; + lightobj->m_att1 = la->att1; + lightobj->m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f; + lightobj->m_color[0] = la->r; + lightobj->m_color[1] = la->g; + lightobj->m_color[2] = la->b; + lightobj->m_distance = la->dist; + lightobj->m_energy = la->energy; + lightobj->m_layer = layerflag; + lightobj->m_spotblend = la->spotblend; + lightobj->m_spotsize = la->spotsize; - lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0; - lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0; + lightobj->m_nodiffuse = (la->mode & LA_NO_DIFF) != 0; + lightobj->m_nospecular = (la->mode & LA_NO_SPEC) != 0; bool glslmat = converter->GetGLSLMaterials(); @@ -1790,18 +1792,18 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l if (glslmat==0) { if (la->mode & LA_NEG) { - lightobj.m_red = -lightobj.m_red; - lightobj.m_green = -lightobj.m_green; - lightobj.m_blue = -lightobj.m_blue; + lightobj->m_color[0] = -lightobj->m_color[0]; + lightobj->m_color[1] = -lightobj->m_color[1]; + lightobj->m_color[2] = -lightobj->m_color[2]; } } if (la->type==LA_SUN) { - lightobj.m_type = RAS_LightObject::LIGHT_SUN; + lightobj->m_type = RAS_ILightObject::LIGHT_SUN; } else if (la->type==LA_SPOT) { - lightobj.m_type = RAS_LightObject::LIGHT_SPOT; + lightobj->m_type = RAS_ILightObject::LIGHT_SPOT; } else { - lightobj.m_type = RAS_LightObject::LIGHT_NORMAL; + lightobj->m_type = RAS_ILightObject::LIGHT_NORMAL; } gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rasterizer, diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index 1bcfc4c974b..231590cde83 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -49,6 +49,7 @@ #include "RAS_Rect.h" #include "RAS_IRasterizer.h" #include "RAS_ICanvas.h" +#include "RAS_ILightObject.h" #include "MT_Vector3.h" #include "MT_Transform.h" #include "SCA_IInputDevice.h" @@ -1156,10 +1157,11 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i); KX_LightObject *light = (KX_LightObject*)gameobj; + RAS_ILightObject *raslight = light->GetLightData(); - light->Update(); + raslight->Update(); - if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) { + if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && raslight->HasShadowBuffer()) { /* make temporary camera */ RAS_CameraData camdata = RAS_CameraData(); KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true); @@ -1172,10 +1174,10 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW); /* binds framebuffer object, sets up camera .. */ - light->BindShadowBuffer(m_rasterizer, m_canvas, cam, camtrans); + raslight->BindShadowBuffer(m_canvas, cam, camtrans); /* update scene */ - scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer()); + scene->CalculateVisibleMeshes(m_rasterizer, cam, raslight->GetShadowLayer()); /* render */ m_rasterizer->ClearDepthBuffer(); @@ -1183,7 +1185,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) scene->RenderBuckets(camtrans, m_rasterizer); /* unbind framebuffer object, restore drawmode, free camera */ - light->UnbindShadowBuffer(m_rasterizer); + raslight->UnbindShadowBuffer(); m_rasterizer->SetDrawingMode(drawmode); cam->Release(); } diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp index 20db6d2dd37..88138318479 100644 --- a/source/gameengine/Ketsji/KX_Light.cpp +++ b/source/gameengine/Ketsji/KX_Light.cpp @@ -35,12 +35,11 @@ #include <stdio.h> -#include "GL/glew.h" - #include "KX_Light.h" #include "KX_Camera.h" #include "RAS_IRasterizer.h" #include "RAS_ICanvas.h" +#include "RAS_ILightObject.h" #include "KX_PyMath.h" @@ -56,16 +55,16 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, RAS_IRasterizer* rasterizer, - const RAS_LightObject& lightobj, + RAS_ILightObject* lightobj, bool glsl) : KX_GameObject(sgReplicationInfo,callbacks), m_rasterizer(rasterizer) { m_lightobj = lightobj; - m_lightobj.m_scene = sgReplicationInfo; - m_lightobj.m_light = this; - m_rasterizer->AddLight(&m_lightobj); - m_glsl = glsl; + m_lightobj->m_scene = sgReplicationInfo; + m_lightobj->m_light = this; + m_rasterizer->AddLight(m_lightobj); + m_lightobj->m_glsl = glsl; m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene(); m_base = NULL; }; @@ -73,18 +72,11 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, KX_LightObject::~KX_LightObject() { - GPULamp *lamp; - Lamp *la = (Lamp*)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); + if (m_lightobj) { + m_rasterizer->RemoveLight(m_lightobj); + delete(m_lightobj); } - m_rasterizer->RemoveLight(&m_lightobj); - if (m_base) { BKE_scene_base_unlink(m_blenderscene, m_base); MEM_freeN(m_base); @@ -99,225 +91,25 @@ CValue* KX_LightObject::GetReplica() replica->ProcessReplica(); - replica->m_lightobj.m_light = replica; - m_rasterizer->AddLight(&replica->m_lightobj); + replica->m_lightobj = m_lightobj->Clone(); + replica->m_lightobj->m_light = replica; + m_rasterizer->AddLight(replica->m_lightobj); if (m_base) m_base = NULL; 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, RAD2DEGF(m_lightobj.m_spotsize * 0.5f)); - glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * 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) - return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject()); - else - return NULL; -} - -void KX_LightObject::Update() -{ - GPULamp *lamp; - - if ((lamp = GetGPULamp()) != NULL && GetSGNode()) { - float obmat[4][4]; - // lights don't get their openGL matrix updated, do it now - if (GetSGNode()->IsDirty()) - GetOpenGLMatrix(); - double *dobmat = 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_lightobj.m_layer, 0, obmat); - GPU_lamp_update_colors(lamp, m_lightobj.m_red, m_lightobj.m_green, - m_lightobj.m_blue, m_lightobj.m_energy); - GPU_lamp_update_distance(lamp, m_lightobj.m_distance, m_lightobj.m_att1, m_lightobj.m_att2); - GPU_lamp_update_spot(lamp, m_lightobj.m_spotsize, m_lightobj.m_spotblend); - } -} - void KX_LightObject::UpdateScene(KX_Scene *kxscene) { - m_lightobj.m_scene = (void*)kxscene; + m_lightobj->m_scene = (void*)kxscene; m_blenderscene = kxscene->GetBlenderScene(); m_base = BKE_scene_base_add(m_blenderscene, GetBlenderObject()); } -bool KX_LightObject::HasShadowBuffer() -{ - GPULamp *lamp; - - if ((lamp = GetGPULamp())) - return GPU_lamp_has_shadow_buffer(lamp); - else - return false; -} - -int KX_LightObject::GetShadowLayer() -{ - GPULamp *lamp; - - if ((lamp = GetGPULamp())) - return GPU_lamp_shadow_layer(lamp); - else - return 0; -} - -void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, 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) - ras->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 = ras->GetStereoMode(); - ras->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO); - ras->SetProjectionMatrix(projectionmat); - ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective); - ras->SetStereoMode(stereomode); -} - -void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras) +void KX_LightObject::SetLayer(int layer) { - GPULamp *lamp = GetGPULamp(); - GPU_lamp_shadow_buffer_unbind(lamp); - - if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE) - ras->SetUsingOverrideShader(false); -} - -struct Image *KX_LightObject::GetTextureImage(short texslot) -{ - Lamp *la = (Lamp*)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; + m_lightobj->m_layer = layer; } #ifdef WITH_PYTHON @@ -358,14 +150,14 @@ PyMethodDef KX_LightObject::Methods[] = { }; PyAttributeDef KX_LightObject::Attributes[] = { - KX_PYATTRIBUTE_INT_RW("layer", 1, 20, true, KX_LightObject, m_lightobj.m_layer), - KX_PYATTRIBUTE_FLOAT_RW("energy", 0, 10, KX_LightObject, m_lightobj.m_energy), - KX_PYATTRIBUTE_FLOAT_RW("distance", 0.01, 5000, KX_LightObject, m_lightobj.m_distance), + KX_PYATTRIBUTE_RW_FUNCTION("layer", KX_LightObject, pyattr_get_layer, pyattr_set_layer), + KX_PYATTRIBUTE_RW_FUNCTION("energy", KX_LightObject, pyattr_get_energy, pyattr_set_energy), + KX_PYATTRIBUTE_RW_FUNCTION("distance", KX_LightObject, pyattr_get_distance, pyattr_set_distance), KX_PYATTRIBUTE_RW_FUNCTION("color", KX_LightObject, pyattr_get_color, pyattr_set_color), - KX_PYATTRIBUTE_FLOAT_RW("lin_attenuation", 0, 1, KX_LightObject, m_lightobj.m_att1), - KX_PYATTRIBUTE_FLOAT_RW("quad_attenuation", 0, 1, KX_LightObject, m_lightobj.m_att2), + KX_PYATTRIBUTE_RW_FUNCTION("lin_attenuation", KX_LightObject, pyattr_get_lin_attenuation, pyattr_set_lin_attenuation), + KX_PYATTRIBUTE_RW_FUNCTION("quad_attenuation", KX_LightObject, pyattr_get_quad_attenuation, pyattr_set_quad_attenuation), KX_PYATTRIBUTE_RW_FUNCTION("spotsize", KX_LightObject, pyattr_get_spotsize, pyattr_set_spotsize), - KX_PYATTRIBUTE_FLOAT_RW("spotblend", 0, 1, KX_LightObject, m_lightobj.m_spotblend), + KX_PYATTRIBUTE_RW_FUNCTION("spotblend", KX_LightObject, pyattr_get_spotblend, pyattr_set_spotblend), KX_PYATTRIBUTE_RO_FUNCTION("SPOT", KX_LightObject, pyattr_get_typeconst), KX_PYATTRIBUTE_RO_FUNCTION("SUN", KX_LightObject, pyattr_get_typeconst), KX_PYATTRIBUTE_RO_FUNCTION("NORMAL", KX_LightObject, pyattr_get_typeconst), @@ -373,10 +165,85 @@ PyAttributeDef KX_LightObject::Attributes[] = { { NULL } //Sentinel }; +PyObject *KX_LightObject::pyattr_get_layer(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + return PyLong_FromLong(self->m_lightobj->m_layer); +} + +int KX_LightObject::pyattr_set_layer(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + + if (PyLong_Check(value)) { + int val = PyLong_AsLong(value); + if (val < 1) + val = 1; + else if (val > 20) + val = 20; + + self->m_lightobj->m_layer = val; + return PY_SET_ATTR_SUCCESS; + } + + PyErr_Format(PyExc_TypeError, "expected an integer for attribute \"%s\"", attrdef->m_name); + return PY_SET_ATTR_FAIL; +} + +PyObject *KX_LightObject::pyattr_get_energy(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + return PyFloat_FromDouble(self->m_lightobj->m_energy); +} + +int KX_LightObject::pyattr_set_energy(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + + if (PyFloat_Check(value)) { + float val = PyFloat_AsDouble(value); + if (val < 0) + val = 0; + else if (val > 10) + val = 10; + + self->m_lightobj->m_energy = val; + return PY_SET_ATTR_SUCCESS; + } + + PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name); + return PY_SET_ATTR_FAIL; +} + +PyObject *KX_LightObject::pyattr_get_distance(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + return PyFloat_FromDouble(self->m_lightobj->m_distance); +} + +int KX_LightObject::pyattr_set_distance(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + + if (PyFloat_Check(value)) { + float val = PyFloat_AsDouble(value); + if (val < 0.01) + val = 0.01; + else if (val > 5000.f) + val = 5000.f; + + self->m_lightobj->m_energy = val; + return PY_SET_ATTR_SUCCESS; + } + + PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name); + return PY_SET_ATTR_FAIL; +} + PyObject *KX_LightObject::pyattr_get_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_LightObject* self = static_cast<KX_LightObject*>(self_v); - return Py_BuildValue("[fff]", self->m_lightobj.m_red, self->m_lightobj.m_green, self->m_lightobj.m_blue); + return Py_BuildValue("[fff]", self->m_lightobj->m_color[0], self->m_lightobj->m_color[1], self->m_lightobj->m_color[1]); } int KX_LightObject::pyattr_set_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) @@ -386,34 +253,111 @@ int KX_LightObject::pyattr_set_color(void *self_v, const KX_PYATTRIBUTE_DEF *att MT_Vector3 color; if (PyVecTo(value, color)) { - self->m_lightobj.m_red = color[0]; - self->m_lightobj.m_green = color[1]; - self->m_lightobj.m_blue = color[2]; + self->m_lightobj->m_color[0] = color[0]; + self->m_lightobj->m_color[1] = color[1]; + self->m_lightobj->m_color[2] = color[2]; return PY_SET_ATTR_SUCCESS; } return PY_SET_ATTR_FAIL; } +PyObject *KX_LightObject::pyattr_get_lin_attenuation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + return PyFloat_FromDouble(self->m_lightobj->m_att1); +} + +int KX_LightObject::pyattr_set_lin_attenuation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + + if (PyFloat_Check(value)) { + float val = PyFloat_AsDouble(value); + if (val < 0.f) + val = 0.f; + else if (val > 1.f) + val = 1.f; + + self->m_lightobj->m_att1 = val; + return PY_SET_ATTR_SUCCESS; + } + + PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name); + return PY_SET_ATTR_FAIL; +} + +PyObject *KX_LightObject::pyattr_get_quad_attenuation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + return PyFloat_FromDouble(self->m_lightobj->m_att2); +} + +int KX_LightObject::pyattr_set_quad_attenuation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + + if (PyFloat_Check(value)) { + float val = PyFloat_AsDouble(value); + if (val < 0.f) + val = 0.f; + else if (val > 1.f) + val = 1.f; + + self->m_lightobj->m_att2 = val; + return PY_SET_ATTR_SUCCESS; + } + + PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name); + return PY_SET_ATTR_FAIL; +} + PyObject *KX_LightObject::pyattr_get_spotsize(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_LightObject* self = static_cast<KX_LightObject*>(self_v); - return Py_BuildValue("f", RAD2DEGF(self->m_lightobj.m_spotsize)); + return PyFloat_FromDouble(RAD2DEG(self->m_lightobj->m_spotsize)); } int KX_LightObject::pyattr_set_spotsize(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { KX_LightObject* self = static_cast<KX_LightObject*>(self_v); - float spotsize = (float)PyFloat_AsDouble(value); - if (PyErr_Occurred()) - return PY_SET_ATTR_FAIL; + if (PyFloat_Check(value)) { + float val = PyFloat_AsDouble(value); + if (val < 0.f) + val = 0.f; + else if (val > 180.f) + val = 180.f; - if (spotsize < 1.0f) - spotsize = 1.0f; - else if (spotsize > 180.0f) - spotsize = 180.0f; - self->m_lightobj.m_spotsize = DEG2RADF(spotsize); - return PY_SET_ATTR_SUCCESS; + self->m_lightobj->m_spotsize = DEG2RAD(val); + return PY_SET_ATTR_SUCCESS; + } + + PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name); + return PY_SET_ATTR_FAIL; +} +PyObject *KX_LightObject::pyattr_get_spotblend(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + return PyFloat_FromDouble(self->m_lightobj->m_spotblend); +} + +int KX_LightObject::pyattr_set_spotblend(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) +{ + KX_LightObject* self = static_cast<KX_LightObject*>(self_v); + + if (PyFloat_Check(value)) { + float val = PyFloat_AsDouble(value); + if (val < 0.f) + val = 0.f; + else if (val > 1.f) + val = 1.f; + + self->m_lightobj->m_spotblend = val; + return PY_SET_ATTR_SUCCESS; + } + + PyErr_Format(PyExc_TypeError, "expected float value for attribute \"%s\"", attrdef->m_name); + return PY_SET_ATTR_FAIL; } PyObject *KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) @@ -423,11 +367,11 @@ PyObject *KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUT const char* type = attrdef->m_name; if (!strcmp(type, "SPOT")) { - retvalue = PyLong_FromLong(RAS_LightObject::LIGHT_SPOT); + retvalue = PyLong_FromLong(RAS_ILightObject::LIGHT_SPOT); } else if (!strcmp(type, "SUN")) { - retvalue = PyLong_FromLong(RAS_LightObject::LIGHT_SUN); + retvalue = PyLong_FromLong(RAS_ILightObject::LIGHT_SUN); } else if (!strcmp(type, "NORMAL")) { - retvalue = PyLong_FromLong(RAS_LightObject::LIGHT_NORMAL); + retvalue = PyLong_FromLong(RAS_ILightObject::LIGHT_NORMAL); } else { /* should never happen */ @@ -441,7 +385,7 @@ PyObject *KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUT PyObject *KX_LightObject::pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_LightObject* self = static_cast<KX_LightObject*>(self_v); - return PyLong_FromLong(self->m_lightobj.m_type); + return PyLong_FromLong(self->m_lightobj->m_type); } int KX_LightObject::pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) @@ -455,13 +399,13 @@ int KX_LightObject::pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attr switch (val) { case 0: - self->m_lightobj.m_type = self->m_lightobj.LIGHT_SPOT; + self->m_lightobj->m_type = self->m_lightobj->LIGHT_SPOT; break; case 1: - self->m_lightobj.m_type = self->m_lightobj.LIGHT_SUN; + self->m_lightobj->m_type = self->m_lightobj->LIGHT_SUN; break; case 2: - self->m_lightobj.m_type = self->m_lightobj.LIGHT_NORMAL; + self->m_lightobj->m_type = self->m_lightobj->LIGHT_NORMAL; break; } diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h index d6892875042..503ed7411e9 100644 --- a/source/gameengine/Ketsji/KX_Light.h +++ b/source/gameengine/Ketsji/KX_Light.h @@ -32,7 +32,6 @@ #ifndef __KX_LIGHT_H__ #define __KX_LIGHT_H__ -#include "RAS_LightObject.h" #include "KX_GameObject.h" struct GPULamp; @@ -40,46 +39,47 @@ struct Scene; struct Base; class KX_Camera; class RAS_IRasterizer; +class RAS_ILightObject; class MT_Transform; class KX_LightObject : public KX_GameObject { Py_Header protected: - RAS_LightObject m_lightobj; + RAS_ILightObject* m_lightobj; class RAS_IRasterizer* m_rasterizer; //needed for registering and replication of lightobj - bool m_glsl; Scene* m_blenderscene; Base* m_base; public: - KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,const RAS_LightObject& lightobj, bool glsl); + KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,RAS_ILightObject* lightobj, bool glsl); virtual ~KX_LightObject(); virtual CValue* GetReplica(); - RAS_LightObject* GetLightData() { return &m_lightobj;} - - /* OpenGL Light */ - bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot); - - /* GLSL Light */ - struct GPULamp *GetGPULamp(); - bool HasShadowBuffer(); - int GetShadowLayer(); - void BindShadowBuffer(RAS_IRasterizer *ras, class RAS_ICanvas *canvas, class KX_Camera *cam, class MT_Transform& camtrans); - void UnbindShadowBuffer(RAS_IRasterizer *ras); - struct Image *GetTextureImage(short texslot); - void Update(); + RAS_ILightObject* GetLightData() { return m_lightobj;} void UpdateScene(class KX_Scene *kxscene); + void SetLayer(int layer); virtual int GetGameObjectType() { return OBJ_LIGHT; } #ifdef WITH_PYTHON /* attributes */ + static PyObject* pyattr_get_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); static PyObject* pyattr_get_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_lin_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_lin_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_quad_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_quad_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); static PyObject* pyattr_get_spotsize(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_spotsize(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_spotblend(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_spotblend(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); static PyObject* pyattr_get_typeconst(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); diff --git a/source/gameengine/Ketsji/KX_LightIpoSGController.cpp b/source/gameengine/Ketsji/KX_LightIpoSGController.cpp index 1e65c6a6fc5..6b641f7a63f 100644 --- a/source/gameengine/Ketsji/KX_LightIpoSGController.cpp +++ b/source/gameengine/Ketsji/KX_LightIpoSGController.cpp @@ -33,7 +33,7 @@ #include "KX_LightIpoSGController.h" #include "KX_ScalarInterpolator.h" #include "KX_Light.h" -#include "RAS_LightObject.h" +#include "RAS_ILightObject.h" #if defined(_WIN64) typedef unsigned __int64 uint_ptr; @@ -50,7 +50,7 @@ bool KX_LightIpoSGController::Update(double currentTime) (*i)->Execute(m_ipotime);//currentTime); } - RAS_LightObject *lightobj; + RAS_ILightObject *lightobj; SG_Spatial* ob = (SG_Spatial*)m_pObject; KX_LightObject* kxlight = (KX_LightObject*) ob->GetSGClientObject(); @@ -62,9 +62,9 @@ bool KX_LightIpoSGController::Update(double currentTime) } if (m_modify_color) { - lightobj->m_red = m_col_rgb[0]; - lightobj->m_green = m_col_rgb[1]; - lightobj->m_blue = m_col_rgb[2]; + lightobj->m_color[0] = m_col_rgb[0]; + lightobj->m_color[1] = m_col_rgb[1]; + lightobj->m_color[2] = m_col_rgb[2]; } if (m_modify_dist) { diff --git a/source/gameengine/Ketsji/KX_LightIpoSGController.h b/source/gameengine/Ketsji/KX_LightIpoSGController.h index c82fe7bcad5..8f5e8ba7187 100644 --- a/source/gameengine/Ketsji/KX_LightIpoSGController.h +++ b/source/gameengine/Ketsji/KX_LightIpoSGController.h @@ -37,7 +37,7 @@ #include "KX_IInterpolator.h" -struct RAS_LightObject; +struct RAS_ILightObject; class KX_LightIpoSGController : public SG_Controller { diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index b66201f4b47..a9ac13c755f 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -837,7 +837,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT) { KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git); - lightobj->GetLightData()->m_layer = groupobj->GetLayer(); + lightobj->SetLayer(groupobj->GetLayer()); } } @@ -947,7 +947,7 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject, if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT) { KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git); - lightobj->GetLightData()->m_layer = parentobj->GetLayer(); + lightobj->SetLayer(parentobj->GetLayer()); } } diff --git a/source/gameengine/Rasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/CMakeLists.txt index 879115add47..e254bf9b1c5 100644 --- a/source/gameengine/Rasterizer/CMakeLists.txt +++ b/source/gameengine/Rasterizer/CMakeLists.txt @@ -61,7 +61,7 @@ set(SRC RAS_ICanvas.h RAS_IPolygonMaterial.h RAS_IRasterizer.h - RAS_LightObject.h + RAS_ILightObject.h RAS_MaterialBucket.h RAS_MeshObject.h RAS_ObjectColor.h diff --git a/source/gameengine/Rasterizer/RAS_LightObject.h b/source/gameengine/Rasterizer/RAS_ILightObject.h index 79818def5f0..28c5d9aedd7 100644 --- a/source/gameengine/Rasterizer/RAS_LightObject.h +++ b/source/gameengine/Rasterizer/RAS_ILightObject.h @@ -20,7 +20,7 @@ * * The Original Code is: all of this file. * - * Contributor(s): none yet. + * Contributor(s): Mitchell Stokes * * ***** END GPL LICENSE BLOCK ***** */ @@ -32,10 +32,18 @@ #ifndef __RAS_LIGHTOBJECT_H__ #define __RAS_LIGHTOBJECT_H__ -#include "MT_CmMatrix4x4.h" +class RAS_ICanvas; -struct RAS_LightObject +class KX_Camera; +class KX_Scene; + +class MT_Transform; + +struct Image; + +class RAS_ILightObject { +public: enum LightType { LIGHT_SPOT, LIGHT_SUN, @@ -48,10 +56,8 @@ struct RAS_LightObject float m_energy; float m_distance; - - float m_red; - float m_green; - float m_blue; + + float m_color[3]; float m_att1; float m_att2; @@ -62,6 +68,17 @@ struct RAS_LightObject bool m_nodiffuse; bool m_nospecular; + bool m_glsl; + + virtual ~RAS_ILightObject() {} + virtual RAS_ILightObject* Clone() = 0; + + virtual bool HasShadowBuffer() = 0; + virtual int GetShadowLayer() = 0; + virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0; + virtual void UnbindShadowBuffer() = 0; + virtual Image *GetTextureImage(short texslot) = 0; + virtual void Update() = 0; }; #endif /* __RAS_LIGHTOBJECT_H__ */ diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h index 887ebc476b0..d7b52213191 100644 --- a/source/gameengine/Rasterizer/RAS_IRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h @@ -53,6 +53,7 @@ using namespace std; class RAS_ICanvas; class RAS_IPolyMaterial; class RAS_MeshSlot; +class RAS_ILightObject; typedef vector<unsigned short> KX_IndexArray; typedef vector<RAS_TexVert> KX_VertexArray; @@ -470,9 +471,11 @@ public: virtual void PopMatrix() = 0; - virtual void AddLight(struct RAS_LightObject *lightobject) = 0; + virtual RAS_ILightObject *CreateLight() = 0; - virtual void RemoveLight(struct RAS_LightObject *lightobject) = 0; + virtual void AddLight(RAS_ILightObject *lightobject) = 0; + + virtual void RemoveLight(RAS_ILightObject *lightobject) = 0; virtual void MotionBlur() = 0; diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt index 76ac6316e38..f0410ba891d 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt @@ -50,6 +50,7 @@ set(INC_SYS set(SRC RAS_GLExtensionManager.cpp RAS_ListRasterizer.cpp + RAS_OpenGLLight.cpp RAS_OpenGLRasterizer.cpp RAS_StorageIM.cpp RAS_StorageVA.cpp @@ -58,6 +59,7 @@ set(SRC RAS_GLExtensionManager.h RAS_IStorage.h RAS_ListRasterizer.h + RAS_OpenGLLight.h RAS_OpenGLRasterizer.h RAS_StorageIM.h RAS_StorageVA.h 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); + } +} + + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h new file mode 100644 index 00000000000..0c4e5bf41c4 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h @@ -0,0 +1,54 @@ +/* + * ***** 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 "RAS_ILightObject.h" + +class RAS_OpenGLRasterizer; +struct GPULamp; +struct Image; + +class RAS_OpenGLLight : public RAS_ILightObject +{ + + RAS_OpenGLRasterizer *m_rasterizer; + + GPULamp *GetGPULamp(); +public: + RAS_OpenGLLight(RAS_OpenGLRasterizer *ras); + ~RAS_OpenGLLight(); + + bool ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot); + + RAS_OpenGLLight* Clone() { return new RAS_OpenGLLight(*this); } + + bool HasShadowBuffer(); + int GetShadowLayer(); + void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans); + void UnbindShadowBuffer(); + Image *GetTextureImage(short texslot); + void Update(); +}; diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index 63355696082..1227fe892a3 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -42,9 +42,11 @@ #include "RAS_TexVert.h" #include "RAS_MeshObject.h" #include "RAS_Polygon.h" -#include "RAS_LightObject.h" +#include "RAS_ILightObject.h" #include "MT_CmMatrix4x4.h" +#include "RAS_OpenGLLight.h" + #include "RAS_StorageIM.h" #include "RAS_StorageVA.h" #include "RAS_StorageVBO.h" @@ -59,7 +61,6 @@ extern "C"{ // XXX Clean these up <<< #include "Value.h" -#include "KX_Light.h" #include "KX_Scene.h" #include "KX_RayCast.h" #include "KX_GameObject.h" @@ -1187,7 +1188,7 @@ void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& v KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo; float glviewmat[16]; unsigned int count; - std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); + std::vector<RAS_OpenGLLight*>::iterator lit = m_lights.begin(); for (count=0; count<m_numgllights; count++) glDisable((GLenum)(GL_LIGHT0+count)); @@ -1198,10 +1199,9 @@ void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& v glLoadMatrixf(glviewmat); for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit) { - RAS_LightObject* lightdata = (*lit); - KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light; + RAS_OpenGLLight* light = (*lit); - if (kxlight->ApplyLight(kxscene, layer, count)) + if (light->ApplyFixedFunctionLighting(kxscene, layer, count)) count++; } glPopMatrix(); @@ -1243,15 +1243,25 @@ void RAS_OpenGLRasterizer::DisableOpenGLLights() m_lastlighting = false; } -void RAS_OpenGLRasterizer::AddLight(struct RAS_LightObject* lightobject) +RAS_ILightObject *RAS_OpenGLRasterizer::CreateLight() { - m_lights.push_back(lightobject); + return new RAS_OpenGLLight(this); } -void RAS_OpenGLRasterizer::RemoveLight(struct RAS_LightObject* lightobject) +void RAS_OpenGLRasterizer::AddLight(RAS_ILightObject* lightobject) { - std::vector<struct RAS_LightObject*>::iterator lit = - std::find(m_lights.begin(),m_lights.end(),lightobject); + RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject); + assert(gllight); + m_lights.push_back(gllight); +} + +void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject) +{ + RAS_OpenGLLight* gllight = dynamic_cast<RAS_OpenGLLight*>(lightobject); + assert(gllight); + + std::vector<RAS_OpenGLLight*>::iterator lit = + std::find(m_lights.begin(),m_lights.end(),gllight); if (!(lit==m_lights.end())) m_lights.erase(lit); diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h index ae9e89cd8cc..1334ddb2a26 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h @@ -46,6 +46,7 @@ using namespace std; class RAS_IStorage; class RAS_ICanvas; +class RAS_OpenGLLight; #define RAS_MAX_TEXCO 8 /* match in BL_Material */ #define RAS_MAX_ATTRIB 16 /* match in BL_BlenderShader */ @@ -117,7 +118,7 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer /* Render tools */ void *m_clientobject; void *m_auxilaryClientInfo; - std::vector<struct RAS_LightObject *> m_lights; + std::vector<RAS_OpenGLLight *> m_lights; int m_lastlightlayer; bool m_lastlighting; void *m_lastauxinfo; @@ -315,9 +316,11 @@ public: bool RayHit(struct KX_ClientObjectInfo *client, class KX_RayCast *result, void * const data); bool NeedRayCast(struct KX_ClientObjectInfo *) { return true; } - void AddLight(struct RAS_LightObject *lightobject); - void RemoveLight(struct RAS_LightObject *lightobject); - int ApplyLights(int objectlayer, const MT_Transform &viewmat); + RAS_ILightObject* CreateLight(); + void AddLight(RAS_ILightObject* lightobject); + + void RemoveLight(RAS_ILightObject* lightobject); + int ApplyLights(int objectlayer, const MT_Transform& viewmat); void MotionBlur(); diff --git a/source/gameengine/VideoTexture/Texture.cpp b/source/gameengine/VideoTexture/Texture.cpp index c187f7c41c1..35a73193a24 100644 --- a/source/gameengine/VideoTexture/Texture.cpp +++ b/source/gameengine/VideoTexture/Texture.cpp @@ -36,6 +36,7 @@ #include "KX_GameObject.h" #include "KX_Light.h" #include "RAS_MeshObject.h" +#include "RAS_ILightObject.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_image_types.h" @@ -237,7 +238,7 @@ static int Texture_init(Texture *self, PyObject *args, PyObject *kwds) } else if (lamp != NULL) { - self->m_imgTexture = lamp->GetTextureImage(texID); + self->m_imgTexture = lamp->GetLightData()->GetTextureImage(texID); self->m_useMatTexture = false; } |