[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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