diff options
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp | 300 |
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); - } -} - - |