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-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp40
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp12
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp444
-rw-r--r--source/gameengine/Ketsji/KX_Light.h34
-rw-r--r--source/gameengine/Ketsji/KX_LightIpoSGController.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_LightIpoSGController.h2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp4
-rw-r--r--source/gameengine/Rasterizer/CMakeLists.txt2
-rw-r--r--source/gameengine/Rasterizer/RAS_ILightObject.h (renamed from source/gameengine/Rasterizer/RAS_LightObject.h)31
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h7
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp276
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h54
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp32
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h11
-rw-r--r--source/gameengine/VideoTexture/Texture.cpp3
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;
}