/** * $Id$ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifdef HAVE_CONFIG_H #include #endif #ifdef WIN32 #pragma warning (disable : 4786) #endif #include "KX_Light.h" #include "KX_Camera.h" #include "RAS_IRasterizer.h" #include "RAS_IRenderTools.h" #include "KX_PyMath.h" #include "DNA_object_types.h" #include "GPU_material.h" KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, class RAS_IRenderTools* rendertools, const RAS_LightObject& lightobj, bool glsl, PyTypeObject* T ) : KX_GameObject(sgReplicationInfo,callbacks,T), m_rendertools(rendertools) { m_lightobj = lightobj; m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr(); m_rendertools->AddLight(&m_lightobj); m_glsl = glsl; m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene(); }; KX_LightObject::~KX_LightObject() { GPULamp *lamp; if((lamp = GetGPULamp())) { float obmat[4][4] = {{0}}; GPU_lamp_update(lamp, 0, obmat); } m_rendertools->RemoveLight(&m_lightobj); } CValue* KX_LightObject::GetReplica() { KX_LightObject* replica = new KX_LightObject(*this); // this will copy properties and so on... CValue::AddDataToReplica(replica); ProcessReplica(replica); replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr(); m_rendertools->AddLight(&replica->m_lightobj); return replica; } GPULamp *KX_LightObject::GetGPULamp() { if(m_glsl) return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject()); else return false; } void KX_LightObject::Update() { GPULamp *lamp; if((lamp = GetGPULamp())) { float obmat[4][4]; 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, obmat); } } 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, 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); /* 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,true); /* setup rasterizer transformations */ ras->SetProjectionMatrix(projectionmat); ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(), cam->GetCameraLocation(), cam->GetCameraOrientation()); } void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras) { GPULamp *lamp = GetGPULamp(); GPU_lamp_shadow_buffer_unbind(lamp); } PyObject* KX_LightObject::_getattr(const STR_String& attr) { if (attr == "layer") return PyInt_FromLong(m_lightobj.m_layer); if (attr == "energy") return PyFloat_FromDouble(m_lightobj.m_energy); if (attr == "distance") return PyFloat_FromDouble(m_lightobj.m_distance); if (attr == "colour" || attr == "color") return Py_BuildValue("[fff]", m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue); if (attr == "lin_attenuation") return PyFloat_FromDouble(m_lightobj.m_att1); if (attr == "quad_attenuation") return PyFloat_FromDouble(m_lightobj.m_att2); if (attr == "spotsize") return PyFloat_FromDouble(m_lightobj.m_spotsize); if (attr == "spotblend") return PyFloat_FromDouble(m_lightobj.m_spotblend); if (attr == "SPOT") return PyInt_FromLong(RAS_LightObject::LIGHT_SPOT); if (attr == "SUN") return PyInt_FromLong(RAS_LightObject::LIGHT_SUN); if (attr == "NORMAL") return PyInt_FromLong(RAS_LightObject::LIGHT_NORMAL); if (attr == "type") return PyInt_FromLong(m_lightobj.m_type); _getattr_up(KX_GameObject); } int KX_LightObject::_setattr(const STR_String& attr, PyObject *pyvalue) { if (attr == "SPOT" || attr == "SUN" || attr == "NORMAL") { PyErr_Format(PyExc_RuntimeError, "Attribute %s is read only.", attr.ReadPtr()); return 1; } if (PyInt_Check(pyvalue)) { int value = PyInt_AsLong(pyvalue); if (attr == "layer") { m_lightobj.m_layer = value; return 0; } if (attr == "type") { if (value >= RAS_LightObject::LIGHT_SPOT && value <= RAS_LightObject::LIGHT_NORMAL) m_lightobj.m_type = (RAS_LightObject::LightType) value; return 0; } } if (PyFloat_Check(pyvalue)) { float value = PyFloat_AsDouble(pyvalue); if (attr == "energy") { m_lightobj.m_energy = value; return 0; } if (attr == "distance") { m_lightobj.m_distance = value; return 0; } if (attr == "lin_attenuation") { m_lightobj.m_att1 = value; return 0; } if (attr == "quad_attenuation") { m_lightobj.m_att2 = value; return 0; } if (attr == "spotsize") { m_lightobj.m_spotsize = value; return 0; } if (attr == "spotblend") { m_lightobj.m_spotblend = value; return 0; } } if (PySequence_Check(pyvalue)) { if (attr == "colour" || attr == "color") { MT_Vector3 color; if (PyVecTo(pyvalue, color)) { m_lightobj.m_red = color[0]; m_lightobj.m_green = color[1]; m_lightobj.m_blue = color[2]; return 0; } return 1; } } return KX_GameObject::_setattr(attr, pyvalue); } PyMethodDef KX_LightObject::Methods[] = { {NULL,NULL} //Sentinel }; char KX_LightObject::doc[] = "Module KX_LightObject\n\n" "Constants:\n" "\tSPOT\n" "\tSUN\n" "\tNORMAL\n" "Attributes:\n" "\ttype -> SPOT, SUN or NORMAL\n" "\t\tThe type of light.\n" "\tlayer -> integer bit field.\n" "\t\tThe layers this light applies to.\n" "\tenergy -> float.\n" "\t\tThe brightness of the light.\n" "\tdistance -> float.\n" "\t\tThe effect radius of the light.\n" "\tcolour -> list [r, g, b].\n" "\tcolor -> list [r, g, b].\n" "\t\tThe color of the light.\n" "\tlin_attenuation -> float.\n" "\t\tThe attenuation factor for the light.\n" "\tspotsize -> float.\n" "\t\tThe size of the spot.\n" "\tspotblend -> float.\n" "\t\tThe blend? of the spot.\n"; PyTypeObject KX_LightObject::Type = { PyObject_HEAD_INIT(&PyType_Type) 0, "KX_LightObject", sizeof(KX_LightObject), 0, PyDestructor, 0, __getattr, __setattr, 0, //&MyPyCompare, __repr, 0, //&cvalue_as_number, 0, 0, 0, 0, 0, 0, 0, 0, 0, doc }; PyParentObject KX_LightObject::Parents[] = { &KX_LightObject::Type, &KX_GameObject::Type, &SCA_IObject::Type, &CValue::Type, NULL };