/* * ***** 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 "glew-mx.h" #include #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, 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->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); } }