[Bf-blender-cvs] [df9d673] master: BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject

Mitchell Stokes noreply at git.blender.org
Fri Mar 28 06:40:22 CET 2014


Commit: df9d6737b912b71fb91579b43ea6c7786d88f803
Author: Mitchell Stokes
Date:   Thu Mar 27 22:32:06 2014 -0700
https://developer.blender.org/rBdf9d6737b912b71fb91579b43ea6c7786d88f803

BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject

The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.

===================================================================

M	source/gameengine/Converter/BL_BlenderDataConversion.cpp
M	source/gameengine/Ketsji/KX_KetsjiEngine.cpp
M	source/gameengine/Ketsji/KX_Light.cpp
M	source/gameengine/Ketsji/KX_Light.h
M	source/gameengine/Ketsji/KX_LightIpoSGController.cpp
M	source/gameengine/Ketsji/KX_LightIpoSGController.h
M	source/gameengine/Ketsji/KX_Scene.cpp
M	source/gameengine/Rasterizer/CMakeLists.txt
A	source/gameengine/Rasterizer/RAS_ILightObject.h
M	source/gameengine/Rasterizer/RAS_IRasterizer.h
D	source/gameengine/Rasterizer/RAS_LightObject.h
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
A	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
A	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
M	source/gameengine/VideoTexture/Texture.cpp

===================================================================

diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 8779cdd..e604b7b 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -68,6 +68,8 @@
 #include "KX_GameObject.h"
 #include "RAS_FramingManager.h"
 #include "RAS_MeshObject.h"
+#include "RAS_IRasterizer.h"
+#include "RAS_ILightObject.h"
 
 #include "KX_ConvertActuators.h"
 #include "KX_ConvertControllers.h"
@@ -1767,22 +1769,22 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
 
 static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRasterizer *rasterizer, KX_BlenderSceneConverter *converter)
 {
-	RAS_LightObject lightobj;
+	RAS_ILightObject *lightobj = rasterizer->CreateLight();
 	KX_LightObject *gamelight;
 	
-	lightobj.m_att1 = la->att1;
-	lightobj.m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
-	lightobj.m_red = la->r;
-	lightobj.m_green = la->g;
-	lightobj.m_blue = la->b;
-	lightobj.m_distance = la->dist;
-	lightobj.m_energy = la->energy;
-	lightobj.m_layer = layerflag;
-	lightobj.m_spotblend = la->spotblend;
-	lightobj.m_spotsize = la->spotsize;
+	lightobj->m_att1 = la->att1;
+	lightobj->m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
+	lightobj->m_color[0] = la->r;
+	lightobj->m_color[1] = la->g;
+	lightobj->m_color[2] = la->b;
+	lightobj->m_distance = la->dist;
+	lightobj->m_energy = la->energy;
+	lightobj->m_layer = layerflag;
+	lightobj->m_spotblend = la->spotblend;
+	lightobj->m_spotsize = la->spotsize;
 	
-	lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
-	lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0;
+	lightobj->m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
+	lightobj->m_nospecular = (la->mode & LA_NO_SPEC) != 0;
 	
 	bool glslmat = converter->GetGLSLMaterials();
 
@@ -1790,18 +1792,18 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
 	if (glslmat==0) {
 		if (la->mode & LA_NEG)
 		{
-			lightobj.m_red = -lightobj.m_red;
-			lightobj.m_green = -lightobj.m_green;
-			lightobj.m_blue = -lightobj.m_blue;
+			lightobj->m_color[0] = -lightobj->m_color[0];
+			lightobj->m_color[1] = -lightobj->m_color[1];
+			lightobj->m_color[2] = -lightobj->m_color[2];
 		}
 	}
 		
 	if (la->type==LA_SUN) {
-		lightobj.m_type = RAS_LightObject::LIGHT_SUN;
+		lightobj->m_type = RAS_ILightObject::LIGHT_SUN;
 	} else if (la->type==LA_SPOT) {
-		lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
+		lightobj->m_type = RAS_ILightObject::LIGHT_SPOT;
 	} else {
-		lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
+		lightobj->m_type = RAS_ILightObject::LIGHT_NORMAL;
 	}
 
 	gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rasterizer,
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 1bcfc4c..231590c 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -49,6 +49,7 @@
 #include "RAS_Rect.h"
 #include "RAS_IRasterizer.h"
 #include "RAS_ICanvas.h"
+#include "RAS_ILightObject.h"
 #include "MT_Vector3.h"
 #include "MT_Transform.h"
 #include "SCA_IInputDevice.h"
@@ -1156,10 +1157,11 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
 		KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
 
 		KX_LightObject *light = (KX_LightObject*)gameobj;
+		RAS_ILightObject *raslight = light->GetLightData();
 
-		light->Update();
+		raslight->Update();
 
-		if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
+		if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && raslight->HasShadowBuffer()) {
 			/* make temporary camera */
 			RAS_CameraData camdata = RAS_CameraData();
 			KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true);
@@ -1172,10 +1174,10 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
 			m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);
 
 			/* binds framebuffer object, sets up camera .. */
-			light->BindShadowBuffer(m_rasterizer, m_canvas, cam, camtrans);
+			raslight->BindShadowBuffer(m_canvas, cam, camtrans);
 
 			/* update scene */
-			scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer());
+			scene->CalculateVisibleMeshes(m_rasterizer, cam, raslight->GetShadowLayer());
 
 			/* render */
 			m_rasterizer->ClearDepthBuffer();
@@ -1183,7 +1185,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
 			scene->RenderBuckets(camtrans, m_rasterizer);
 
 			/* unbind framebuffer object, restore drawmode, free camera */
-			light->UnbindShadowBuffer(m_rasterizer);
+			raslight->UnbindShadowBuffer();
 			m_rasterizer->SetDrawingMode(drawmode);
 			cam->Release();
 		}
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index 20db6d2..8813831 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -35,12 +35,11 @@
 
 #include <stdio.h>
 
-#include "GL/glew.h"
-
 #include "KX_Light.h"
 #include "KX_Camera.h"
 #include "RAS_IRasterizer.h"
 #include "RAS_ICanvas.h"
+#include "RAS_ILightObject.h"
 
 #include "KX_PyMath.h"
 
@@ -56,16 +55,16 @@
 
 KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
                                RAS_IRasterizer* rasterizer,
-                               const RAS_LightObject&	lightobj,
+                               RAS_ILightObject* lightobj,
                                bool glsl)
 	: KX_GameObject(sgReplicationInfo,callbacks),
 	  m_rasterizer(rasterizer)
 {
 	m_lightobj = lightobj;
-	m_lightobj.m_scene = sgReplicationInfo;
-	m_lightobj.m_light = this;
-	m_rasterizer->AddLight(&m_lightobj);
-	m_glsl = glsl;
+	m_lightobj->m_scene = sgReplicationInfo;
+	m_lightobj->m_light = this;
+	m_rasterizer->AddLight(m_lightobj);
+	m_lightobj->m_glsl = glsl;
 	m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
 	m_base = NULL;
 };
@@ -73,18 +72,11 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
 
 KX_LightObject::~KX_LightObject()
 {
-	GPULamp *lamp;
-	Lamp *la = (Lamp*)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);
-		GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
+	if (m_lightobj) {
+		m_rasterizer->RemoveLight(m_lightobj);
+		delete(m_lightobj);
 	}
 
-	m_rasterizer->RemoveLight(&m_lightobj);
-
 	if (m_base) {
 		BKE_scene_base_unlink(m_blenderscene, m_base);
 		MEM_freeN(m_base);
@@ -99,225 +91,25 @@ CValue*		KX_LightObject::GetReplica()
 
 	replica->ProcessReplica();
 	
-	replica->m_lightobj.m_light = replica;
-	m_rasterizer->AddLight(&replica->m_lightobj);
+	replica->m_lightobj = m_lightobj->Clone();
+	replica->m_lightobj->m_light = replica;
+	m_rasterizer->AddLight(replica->m_lightobj);
 	if (m_base)
 		m_base = NULL;
 
 	return replica;
 }
 
-bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
-{
-	KX_Scene* lightscene = (KX_Scene*)m_lightobj.m_scene;
-	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_lightobj.m_layer & oblayer))
-		return false;
-	/* only use lights in the same scene, and in a visible layer */
-	if (kxscene != lightscene || !(m_lightobj.m_layer & scenelayer))
-		return false;
-
-	// lights don't get their openGL matrix updated, do it now
-	if (GetSGNode()->IsDirty())
-		GetOpenGLMatrix();
-
-	MT_CmMatrix4x4& worldmatrix= *GetOpenGLMatrixPtr();
-
-	vec[0] = worldmatrix(0,3);
-	vec[1] = worldmatrix(1,3);
-	vec[2] = worldmatrix(2,3);
-	vec[3] = 1.0f;
-
-	if (m_lightobj.m_type==RAS_LightObject::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] = 0.0;
-		glLightfv((GLenum)(GL_LIGHT0+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);
-		// 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)); 
-		
-		if (m_lightobj.m_type==RAS_LightObject::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, RAD2DEGF(m_lightobj.m_spotsize * 0.5f));
-			glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * m_lightobj.m_spotblend);
-		}
-		else {
-			glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
-		}
-	}
-	
-	if (m_lightobj.m_nodiffuse) {
-		vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
-	}
-	else {
-		vec[0] = m_lightobj.m_energy*m_lightobj.m_red;
-		vec[1] = m_lightobj.m_energy*m_lightobj.m_green;
-		vec[2] = m_lightobj.m_energy*m_lightobj.m_blue;
-		vec[3] = 1.0;
-	}
-
-	glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
-	if (m_lightobj.m_nospecular)
-	{
-		vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
-	}
-	else if (m_lightobj.m_nodiffuse) {
-		vec[0] = m_lightobj.m_energy*m_lightobj.m_red;
-		vec[1] = m_lightobj.m_energy*m_lightobj.m_green;
-		vec[2] = m_lightobj.m_energy*m_lightobj.m_blue;
-		vec[3] = 1.0;
-	}
-
-	glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
-	glEnable((GLenum)(GL_LIGHT0+slot));
-
-	return true;
-}
-
-GPULamp *KX_LightObject::GetGPULamp()
-{
-	if (m_glsl)
-		return GPU_lamp_from_blender(m_blenderscene, GetBlend

@@ Diff output truncated at 10240 characters. @@




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