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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.cpp46
1 files changed, 33 insertions, 13 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index 4ac1c9c4ebb..e15ae4bd0d7 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -59,7 +59,7 @@ RAS_OpenGLLight::~RAS_OpenGLLight()
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_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);
}
}
@@ -100,13 +100,13 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer,
//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;
+ vec[3] = 0.0f;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
}
else {
- //vec[3] = 1.0;
+ //vec[3] = 1.0f;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
- glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
+ 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
@@ -124,30 +124,30 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer,
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
}
else {
- glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0f);
}
}
if (m_nodiffuse) {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ 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] = 1.0;
+ vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
if (m_nospecular)
{
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ 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] = 1.0;
+ vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
@@ -177,6 +177,26 @@ bool RAS_OpenGLLight::HasShadowBuffer()
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;
@@ -262,16 +282,16 @@ void RAS_OpenGLLight::Update()
// lights don't get their openGL matrix updated, do it now
if (kxlight->GetSGNode()->IsDirty())
kxlight->GetOpenGLMatrix();
- double *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
+ 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;
-
- GPU_lamp_update(lamp, m_layer, 0, obmat);
+ 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);
+ 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);
}
}