[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19398] trunk/blender/source/gameengine: Fix for bug #18423: BGE lights in overlay scene also affected
Brecht Van Lommel
brecht at blender.org
Tue Mar 24 16:45:08 CET 2009
Revision: 19398
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19398
Author: blendix
Date: 2009-03-24 16:45:08 +0100 (Tue, 24 Mar 2009)
Log Message:
-----------
Fix for bug #18423: BGE lights in overlay scene also affected
other scenes, for texture face / multitexture materials.
Fix for bug #18428: BGE lights on hidden layers were still used,
for all material types, now they have no effect
Modified Paths:
--------------
trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
trunk/blender/source/gameengine/Ketsji/BL_BlenderShader.cpp
trunk/blender/source/gameengine/Ketsji/KX_Light.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_IRenderTools.h
trunk/blender/source/gameengine/Rasterizer/RAS_LightObject.h
trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp 2009-03-24 13:39:50 UTC (rev 19397)
+++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp 2009-03-24 15:45:08 UTC (rev 19398)
@@ -28,6 +28,8 @@
#include "GL/glew.h"
+#include "DNA_scene_types.h"
+
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
@@ -67,6 +69,7 @@
m_clientobject = NULL;
m_lastlightlayer = -1;
m_lastlighting = false;
+ m_lastauxinfo = NULL;
DisableOpenGLLights();
}
@@ -80,26 +83,28 @@
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
-void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
+void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
{
- if(m_lastlightlayer == layer)
+ bool enable = false;
+ int layer= -1;
+
+ /* find the layer */
+ if(uselights) {
+ if(m_clientobject)
+ layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+ }
+
+ /* avoid state switching */
+ if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
+ m_lastauxinfo = m_auxilaryClientInfo;
- bool enable = false;
+ /* enable/disable lights as needed */
+ if(layer >= 0)
+ enable = applyLights(layer, viewmat);
- if (layer >= 0)
- {
- if (m_clientobject)
- {
- if (layer == RAS_LIGHT_OBJECT_LAYER)
- layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
-
- enable = applyLights(layer, viewmat);
- }
- }
-
if(enable)
EnableOpenGLLights(rasty);
else
@@ -324,11 +329,16 @@
int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
// 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];
vec[3]= 1.0;
+
+ if(kxscene && kxscene->GetBlenderScene())
+ scenelayer = kxscene->GetBlenderScene()->lay;
for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
@@ -343,71 +353,77 @@
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
- if (lightdata->m_layer & objectlayer)
- {
- vec[0] = (*(lightdata->m_worldmatrix))(0,3);
- vec[1] = (*(lightdata->m_worldmatrix))(1,3);
- vec[2] = (*(lightdata->m_worldmatrix))(2,3);
- vec[3] = 1;
+ KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
- 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);
- }
+ /* 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) {
- 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;
+ 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);
}
- 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));
+ 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++;
- }
+ count++;
}
glPopMatrix();
Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h 2009-03-24 13:39:50 UTC (rev 19397)
+++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h 2009-03-24 15:45:08 UTC (rev 19398)
@@ -51,6 +51,7 @@
{
int m_lastlightlayer;
bool m_lastlighting;
+ void *m_lastauxinfo;
static unsigned int m_numgllights;
public:
@@ -62,7 +63,7 @@
void EnableOpenGLLights(RAS_IRasterizer *rasty);
void DisableOpenGLLights();
- void ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat);
+ void ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat);
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
Modified: trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp 2009-03-24 13:39:50 UTC (rev 19397)
+++ trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp 2009-03-24 15:45:08 UTC (rev 19398)
@@ -29,6 +29,8 @@
#include "GL/glew.h"
+#include "DNA_scene_types.h"
+
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
@@ -72,6 +74,7 @@
m_clientobject = NULL;
m_lastlightlayer = -1;
m_lastlighting = false;
+ m_lastauxinfo = NULL;
DisableOpenGLLights();
}
@@ -85,26 +88,28 @@
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
-void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
+void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
{
- if(m_lastlightlayer == layer)
+ bool enable = false;
+ int layer= -1;
+
+ /* find the layer */
+ if(uselights) {
+ if(m_clientobject)
+ layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+ }
+
+ /* avoid state switching */
+ if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
+ m_lastauxinfo = m_auxilaryClientInfo;
- bool enable = false;
+ /* enable/disable lights as needed */
+ if(layer >= 0)
+ enable = applyLights(layer, viewmat);
- if (layer >= 0)
- {
- if (m_clientobject)
- {
- if (layer == RAS_LIGHT_OBJECT_LAYER)
- layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
-
@@ Diff output truncated at 10240 characters. @@
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