[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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