[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [49510] branches/soc-2012-swiss_cheese/ source/gameengine/Ketsji/KX_Light.cpp: Some glLight functions remained in KX_Light.cpp

Jason Wilkins Jason.A.Wilkins at gmail.com
Thu Aug 2 20:55:00 CEST 2012


Revision: 49510
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=49510
Author:   jwilkins
Date:     2012-08-02 18:55:00 +0000 (Thu, 02 Aug 2012)
Log Message:
-----------
Some glLight functions remained in KX_Light.cpp

Modified Paths:
--------------
    branches/soc-2012-swiss_cheese/source/gameengine/Ketsji/KX_Light.cpp

Modified: branches/soc-2012-swiss_cheese/source/gameengine/Ketsji/KX_Light.cpp
===================================================================
--- branches/soc-2012-swiss_cheese/source/gameengine/Ketsji/KX_Light.cpp	2012-08-02 18:51:16 UTC (rev 49509)
+++ branches/soc-2012-swiss_cheese/source/gameengine/Ketsji/KX_Light.cpp	2012-08-02 18:55:00 UTC (rev 49510)
@@ -34,8 +34,6 @@
 #pragma warning (disable : 4786)
 #endif
 
-#include <GL/glew.h>
-
 #include "KX_Light.h"
 #include "KX_Camera.h"
 #include "RAS_IRasterizer.h"
@@ -46,8 +44,11 @@
 #include "DNA_object_types.h"
 #include "DNA_scene_types.h"
 #include "DNA_lamp_types.h"
+
+#include "GPU_compatibility.h"
+#include "GPU_colors.h"
 #include "GPU_material.h"
- 
+
 KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
 							   class RAS_IRenderTools* rendertools,
 							   const RAS_LightObject&	lightobj,
@@ -126,16 +127,16 @@
 		//vec[1]= base->object->obmat[2][1];
 		//vec[2]= base->object->obmat[2][2];
 		vec[3]= 0.0;
-		glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec); 
+		gpuLightfv(slot, GL_POSITION, vec); 
 	}
 	else {
 		//vec[3]= 1.0;
-		glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec); 
-		glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
-		glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_lightobj.m_att1/m_lightobj.m_distance);
+		gpuLightfv(slot, GL_POSITION, vec); 
+		gpuLightf(slot, GL_CONSTANT_ATTENUATION, 1.0);
+		gpuLightf(slot, GL_LINEAR_ATTENUATION, m_lightobj.m_att1/m_lightobj.m_distance);
 		// without this next line it looks backward compatible.
 		//attennuation still is acceptable 
-		glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance)); 
+		gpuLightf(slot, GL_QUADRATIC_ATTENUATION, m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance)); 
 		
 		if (m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) {
 			vec[0] = -worldmatrix(0,2);
@@ -144,12 +145,12 @@
 			//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_lightobj.m_spotsize/2.0);
-			glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0*m_lightobj.m_spotblend);
+			gpuLightfv(slot, GL_SPOT_DIRECTION, vec);
+			gpuLightf(slot, GL_SPOT_CUTOFF, m_lightobj.m_spotsize/2.0);
+			gpuLightf(slot, GL_SPOT_EXPONENT, 128.0*m_lightobj.m_spotblend);
 		}
 		else
-			glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
+			gpuLightf(slot, GL_SPOT_CUTOFF, 180.0);
 	}
 	
 	if (m_lightobj.m_nodiffuse) {
@@ -162,7 +163,7 @@
 		vec[3]= 1.0;
 	}
 
-	glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
+	gpuLightfv(slot, GL_DIFFUSE, vec);
 	if (m_lightobj.m_nospecular)
 	{
 		vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
@@ -174,8 +175,8 @@
 		vec[3]= 1.0;
 	}
 
-	glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
-	glEnable((GLenum)(GL_LIGHT0+slot));
+	gpuLightfv(slot, GL_SPECULAR, vec);
+	gpuEnableLight(slot);
 
 	return true;
 }




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