[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20756] trunk/blender/source/gameengine: Fix for bug #18900: game engine lights in non-glsl mode did move
Brecht Van Lommel
brecht at blender.org
Tue Jun 9 15:51:33 CEST 2009
Revision: 20756
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20756
Author: blendix
Date: 2009-06-09 15:51:32 +0200 (Tue, 09 Jun 2009)
Log Message:
-----------
Fix for bug #18900: game engine lights in non-glsl mode did move
anymore, missing matrix update. Also move some code to KX_LightObject
to avoid duplication with player.
Modified Paths:
--------------
trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
trunk/blender/source/gameengine/Ketsji/KX_Light.cpp
trunk/blender/source/gameengine/Ketsji/KX_Light.h
trunk/blender/source/gameengine/Rasterizer/RAS_LightObject.h
Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp 2009-06-09 13:03:00 UTC (rev 20755)
+++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp 2009-06-09 13:51:32 UTC (rev 20756)
@@ -28,8 +28,6 @@
#include "GL/glew.h"
-#include "DNA_scene_types.h"
-
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
@@ -41,6 +39,7 @@
#include "KX_BlenderMaterial.h"
#include "KX_RayCast.h"
#include "KX_IPhysicsController.h"
+#include "KX_Light.h"
#include "PHY_IPhysicsEnvironment.h"
@@ -330,21 +329,12 @@
{
// taken from blender source, incompatibility between Blender Object / GameObject
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
- int scenelayer = ~0;
float glviewmat[16];
unsigned int count;
- float vec[4];
+ std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
- vec[3]= 1.0;
-
- if(kxscene && kxscene->GetBlenderScene())
- scenelayer = kxscene->GetBlenderScene()->lay;
-
for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
-
- //std::vector<struct RAS_LightObject*> m_lights;
- std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
viewmat.getValue(glviewmat);
@@ -353,82 +343,14 @@
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
- KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
+ KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
- /* only use lights in the same layer as the object */
- if(!(lightdata->m_layer & objectlayer))
- continue;
- /* only use lights in the same scene, and in a visible layer */
- if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
- continue;
-
- vec[0] = (*(lightdata->m_worldmatrix))(0,3);
- vec[1] = (*(lightdata->m_worldmatrix))(1,3);
- vec[2] = (*(lightdata->m_worldmatrix))(2,3);
- vec[3] = 1;
-
- if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
-
- vec[0] = (*(lightdata->m_worldmatrix))(0,2);
- vec[1] = (*(lightdata->m_worldmatrix))(1,2);
- vec[2] = (*(lightdata->m_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]= 0.0;
- glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
- }
- else {
- //vec[3]= 1.0;
- glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
- glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
- glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
- // without this next line it looks backward compatible.
- //attennuation still is acceptable
- glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
-
- if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
- vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
- vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
- vec[2] = -(*(lightdata->m_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+count), GL_SPOT_DIRECTION, vec);
- glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
- glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
- }
- else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
- }
-
- if (lightdata->m_nodiffuse)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
- } else {
- vec[0]= lightdata->m_energy*lightdata->m_red;
- vec[1]= lightdata->m_energy*lightdata->m_green;
- vec[2]= lightdata->m_energy*lightdata->m_blue;
- vec[3]= 1.0;
- }
- glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
- if (lightdata->m_nospecular)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
- } else if (lightdata->m_nodiffuse) {
- vec[0]= lightdata->m_energy*lightdata->m_red;
- vec[1]= lightdata->m_energy*lightdata->m_green;
- vec[2]= lightdata->m_energy*lightdata->m_blue;
- vec[3]= 1.0;
- }
- glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
- glEnable((GLenum)(GL_LIGHT0+count));
-
- count++;
+ if(kxlight->ApplyLight(kxscene, objectlayer, count))
+ count++;
}
glPopMatrix();
return count;
-
}
void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
Modified: trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp 2009-06-09 13:03:00 UTC (rev 20755)
+++ trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp 2009-06-09 13:51:32 UTC (rev 20756)
@@ -31,8 +31,6 @@
#include "BMF_Api.h"
-#include "DNA_scene_types.h"
-
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
@@ -44,6 +42,7 @@
#include "KX_BlenderMaterial.h"
#include "KX_RayCast.h"
#include "KX_IPhysicsController.h"
+#include "KX_Light.h"
#include "PHY_IPhysicsEnvironment.h"
@@ -389,21 +388,12 @@
{
// taken from blender source, incompatibility between Blender Object / GameObject
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
- int scenelayer = ~0;
float glviewmat[16];
unsigned int count;
- float vec[4];
+ std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
- vec[3]= 1.0;
-
- if(kxscene && kxscene->GetBlenderScene())
- scenelayer = kxscene->GetBlenderScene()->lay;
-
for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
-
- //std::vector<struct RAS_LightObject*> m_lights;
- std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
viewmat.getValue(glviewmat);
@@ -412,82 +402,14 @@
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
- KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
+ KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
- /* only use lights in the same layer as the object */
- if(!(lightdata->m_layer & objectlayer))
- continue;
- /* only use lights in the same scene, and in a visible layer */
- if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
- continue;
-
- vec[0] = (*(lightdata->m_worldmatrix))(0,3);
- vec[1] = (*(lightdata->m_worldmatrix))(1,3);
- vec[2] = (*(lightdata->m_worldmatrix))(2,3);
- vec[3] = 1;
-
- if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
-
- vec[0] = (*(lightdata->m_worldmatrix))(0,2);
- vec[1] = (*(lightdata->m_worldmatrix))(1,2);
- vec[2] = (*(lightdata->m_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]= 0.0;
- glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
- }
- else {
- //vec[3]= 1.0;
- glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
- glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
- glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
- // without this next line it looks backward compatible.
- //attennuation still is acceptable
- glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
-
- if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
- vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
- vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
- vec[2] = -(*(lightdata->m_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+count), GL_SPOT_DIRECTION, vec);
- glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
- glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
- }
- else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
- }
-
- if (lightdata->m_nodiffuse)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
- } else {
- vec[0]= lightdata->m_energy*lightdata->m_red;
- vec[1]= lightdata->m_energy*lightdata->m_green;
- vec[2]= lightdata->m_energy*lightdata->m_blue;
- vec[3]= 1.0;
- }
- glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
- if (lightdata->m_nospecular)
- {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
- } else if (lightdata->m_nodiffuse) {
- vec[0]= lightdata->m_energy*lightdata->m_red;
- vec[1]= lightdata->m_energy*lightdata->m_green;
- vec[2]= lightdata->m_energy*lightdata->m_blue;
- vec[3]= 1.0;
- }
- glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
- glEnable((GLenum)(GL_LIGHT0+count));
-
- count++;
+ if(kxlight->ApplyLight(kxscene, objectlayer, count))
+ count++;
}
glPopMatrix();
return count;
-
}
void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
Modified: trunk/blender/source/gameengine/Ketsji/KX_Light.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Light.cpp 2009-06-09 13:03:00 UTC (rev 20755)
+++ trunk/blender/source/gameengine/Ketsji/KX_Light.cpp 2009-06-09 13:51:32 UTC (rev 20756)
@@ -35,6 +35,8 @@
#pragma warning (disable : 4786)
#endif
+#include "GL/glew.h"
+
#include "KX_Light.h"
#include "KX_Camera.h"
#include "RAS_IRasterizer.h"
@@ -43,6 +45,7 @@
#include "KX_PyMath.h"
#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
#include "GPU_material.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
@@ -56,8 +59,8 @@
m_rendertools(rendertools)
{
m_lightobj = lightobj;
- m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
m_lightobj.m_scene = sgReplicationInfo;
+ m_lightobj.m_light = this;
m_rendertools->AddLight(&m_lightobj);
m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
@@ -84,12 +87,102 @@
replica->ProcessReplica();
- replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
+ replica->m_lightobj.m_light = replica;
m_rendertools->AddLight(&replica->m_lightobj);
return replica;
}
@@ Diff output truncated at 10240 characters. @@
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