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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp300
1 files changed, 0 insertions, 300 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
deleted file mode 100644
index 18254357f85..00000000000
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ /dev/null
@@ -1,300 +0,0 @@
-/*
- * ***** 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 "GPU_glew.h"
-
-#include <stdio.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_lamp.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, la->coeff_const, la->coeff_lin, la->coeff_quad);
- 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] = 0.0f;
- glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
- }
- else {
- //vec[3] = 1.0f;
- glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
- glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0f);
- 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, 180.0f);
- }
- }
-
- if (m_nodiffuse) {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
- }
- else {
- vec[0] = m_energy*m_color[0];
- vec[1] = m_energy*m_color[1];
- vec[2] = m_energy*m_color[2];
- vec[3] = 1.0f;
- }
-
- glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
- if (m_nospecular)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
- }
- 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] = 1.0f;
- }
-
- 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::GetShadowBindCode()
-{
- GPULamp *lamp;
-
- if ((lamp = GetGPULamp()))
- return GPU_lamp_shadow_bind_code(lamp);
- return -1;
-}
-
-MT_Matrix4x4 RAS_OpenGLLight::GetShadowMatrix()
-{
- GPULamp *lamp;
-
- if ((lamp = GetGPULamp()))
- return MT_Matrix4x4(GPU_lamp_dynpersmat(lamp));
- MT_Matrix4x4 mat;
- mat.setIdentity();
- return mat;
-}
-
-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->NodeGetLocalScaling(), 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();
- float *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
-
- for (int i=0; i<4; i++)
- for (int j=0; j<4; j++, dobmat++)
- obmat[i][j] = (float)*dobmat;
- int hide = kxlight->GetVisible() ? 0 : 1;
- GPU_lamp_update(lamp, m_layer, hide, 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, m_coeff_const, m_coeff_lin, m_coeff_quad);
- GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
- }
-}
-
-