[Bf-blender-cvs] [c4c2bd1] master: BGE: Allow access to light shadow settings with python

Ulysse Martin noreply at git.blender.org
Sun Jan 17 18:49:33 CET 2016


Commit: c4c2bd1350a52e18f973bba7e52e929f94ff6496
Author: Ulysse Martin
Date:   Sun Jan 17 18:41:37 2016 +0100
Branches: master
https://developer.blender.org/rBc4c2bd1350a52e18f973bba7e52e929f94ff6496

BGE: Allow access to light shadow settings with python

This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.

Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1

Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1690

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

M	doc/python_api/rst/bge_types/bge.types.KX_LightObject.rst
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_material.c
M	source/gameengine/Converter/BL_BlenderDataConversion.cpp
M	source/gameengine/Ketsji/KX_Light.cpp
M	source/gameengine/Ketsji/KX_Light.h
M	source/gameengine/Rasterizer/RAS_ILightObject.h
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h

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

diff --git a/doc/python_api/rst/bge_types/bge.types.KX_LightObject.rst b/doc/python_api/rst/bge_types/bge.types.KX_LightObject.rst
index 2b2bdf7..f4d5b11 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_LightObject.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_LightObject.rst
@@ -48,6 +48,78 @@ base class --- :class:`KX_GameObject`
 
       :type: float
 
+   .. attribute:: shadowClipStart
+
+      The shadowmap clip start, below which objects will not generate shadows.
+
+      :type: float (read only)
+
+   .. attribute:: shadowClipEnd
+
+      The shadowmap clip end, beyond which objects will not generate shadows.
+
+      :type: float (read only)
+
+   ..attribute:: shadowFrustumSize
+
+      Size of the frustum used for creating the shadowmap.
+
+      :type: float (read only)
+
+   ..attribute:: shadowBindId
+
+      The OpenGL shadow texture bind number/id.
+
+      :type: int (read only)
+
+   ..attribute:: shadowMapType
+
+      The shadow shadow map type (0 -> Simple; 1 -> Variance)
+
+      :type: int (read only)
+
+   ..attribute:: shadowBias
+
+      The shadow buffer sampling bias.
+
+      :type: float (read only)
+
+   ..attribute:: shadowBleedBias
+
+      The bias for reducing light-bleed on variance shadow maps.
+
+      :type: float (read only)
+
+   ..attribute:: useShadow
+
+      Returns True if the light has Shadow option activated, else returns False.
+
+      :type: boolean (read only)
+
+   .. attribute:: shadowColor
+
+      The color of this light shadows. Black = (0.0, 0.0, 0.0), White = (1.0, 1.0, 1.0).
+
+      :type: :class:`mathutils.Color` (read only)
+
+   .. attribute:: shadowMatrix
+
+      Matrix that converts a vector in camera space to shadow buffer depth space.
+
+      Computed as:
+          mat4_perspective_to_depth * mat4_lamp_to_perspective * mat4_world_to_lamp * mat4_cam_to_world.
+
+      mat4_perspective_to_depth is a fixed matrix defined as follow:
+
+          0.5 0.0 0.0 0.5
+          0.0 0.5 0.0 0.5
+          0.0 0.0 0.5 0.5
+          0.0 0.0 0.0 1.0
+      Note:
+          There is one matrix of that type per lamp casting shadow in the scene.
+
+      :type: Matrix4x4 (read only)
+
    .. attribute:: distance
 
       The maximum distance this light can illuminate. (SPOT and NORMAL lights only).
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 40b3286..25788c2 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -306,6 +306,8 @@ void GPU_lamp_update_buffer_mats(GPULamp *lamp);
 void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
 void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
 int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
+int GPU_lamp_shadow_bind_code(GPULamp *lamp);
+float *GPU_lamp_dynpersmat(GPULamp *lamp);
 
 void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
 void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 2c5054c..29e49ca 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -2275,6 +2275,16 @@ int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
 	return lamp->la->shadowmap_type;
 }
 
+int GPU_lamp_shadow_bind_code(GPULamp *lamp)
+{
+	return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
+}
+
+float *GPU_lamp_dynpersmat(GPULamp *lamp)
+{
+	return lamp->dynpersmat ? (float *)lamp->dynpersmat : NULL;
+}
+
 int GPU_lamp_shadow_layer(GPULamp *lamp)
 {
 	if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index f542525..0f55438 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1432,6 +1432,15 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
 	lightobj->m_color[2] = la->b;
 	lightobj->m_distance = la->dist;
 	lightobj->m_energy = la->energy;
+	lightobj->m_shadowclipstart = la->clipsta;
+	lightobj->m_shadowclipend = la->clipend;
+	lightobj->m_shadowbias = la->bias;
+	lightobj->m_shadowbleedbias = la->bleedbias;
+	lightobj->m_shadowmaptype = la->shadowmap_type;
+	lightobj->m_shadowfrustumsize = la->shadow_frustum_size;
+	lightobj->m_shadowcolor[0] = la->shdwr;
+	lightobj->m_shadowcolor[1] = la->shdwg;
+	lightobj->m_shadowcolor[2] = la->shdwb;
 	lightobj->m_layer = layerflag;
 	lightobj->m_spotblend = la->spotblend;
 	lightobj->m_spotsize = la->spotsize;
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index b681f10..9ccf60b 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -158,6 +158,16 @@ PyAttributeDef KX_LightObject::Attributes[] = {
 	KX_PYATTRIBUTE_RW_FUNCTION("quad_attenuation", KX_LightObject, pyattr_get_quad_attenuation, pyattr_set_quad_attenuation),
 	KX_PYATTRIBUTE_RW_FUNCTION("spotsize", KX_LightObject, pyattr_get_spotsize, pyattr_set_spotsize),
 	KX_PYATTRIBUTE_RW_FUNCTION("spotblend", KX_LightObject, pyattr_get_spotblend, pyattr_set_spotblend),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowClipStart", KX_LightObject, pyattr_get_shadow_clip_start),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowClipEnd", KX_LightObject, pyattr_get_shadow_clip_end),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowFrustumSize", KX_LightObject, pyattr_get_shadow_frustum_size),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowBias", KX_LightObject, pyattr_get_shadow_bias),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowBleedBias", KX_LightObject, pyattr_get_shadow_bleed_bias),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowBindId", KX_LightObject, pyattr_get_shadow_bind_code),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowMapType", KX_LightObject, pyattr_get_shadow_map_type),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowColor", KX_LightObject, pyattr_get_shadow_color),
+	KX_PYATTRIBUTE_RO_FUNCTION("useShadow", KX_LightObject, pyattr_get_shadow_active),
+	KX_PYATTRIBUTE_RO_FUNCTION("shadowMatrix", KX_LightObject, pyattr_get_shadow_matrix),
 	KX_PYATTRIBUTE_RO_FUNCTION("SPOT", KX_LightObject, pyattr_get_typeconst),
 	KX_PYATTRIBUTE_RO_FUNCTION("SUN", KX_LightObject, pyattr_get_typeconst),
 	KX_PYATTRIBUTE_RO_FUNCTION("NORMAL", KX_LightObject, pyattr_get_typeconst),
@@ -219,6 +229,66 @@ int KX_LightObject::pyattr_set_energy(void *self_v, const KX_PYATTRIBUTE_DEF *at
 	return PY_SET_ATTR_FAIL;
 }
 
+PyObject *KX_LightObject::pyattr_get_shadow_clip_start(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyFloat_FromDouble(self->m_lightobj->m_shadowclipstart);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_clip_end(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyFloat_FromDouble(self->m_lightobj->m_shadowclipend);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_frustum_size(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyFloat_FromDouble(self->m_lightobj->m_shadowfrustumsize);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_bind_code(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyLong_FromLong(self->m_lightobj->GetShadowBindCode());
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyFloat_FromDouble(self->m_lightobj->m_shadowbias);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_bleed_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyFloat_FromDouble(self->m_lightobj->m_shadowbleedbias);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_map_type(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyLong_FromLong(self->m_lightobj->m_shadowmaptype);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_matrix(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyObjectFrom(self->m_lightobj->GetShadowMatrix());
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyColorFromVector(MT_Vector3(self->m_lightobj->m_shadowcolor));
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_active(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+	return PyBool_FromLong(self->m_lightobj->HasShadowBuffer());
+}
+
 PyObject *KX_LightObject::pyattr_get_distance(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 {
 	KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h
index 3a58584..b446acd 100644
--- a/source/gameengine/Ketsji/KX_Light.h
+++ b/source/gameengine/Ketsji/KX_Light.h
@@ -70,6 +70,16 @@ public:
 	static int			pyattr_set_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
 	static PyObject*	pyattr_get_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
 	static int			pyattr_set_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+	static PyObject		*pyattr_get_shadow_clip_start(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+	static PyObject		*pyattr_get_shadow_clip_end(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+	static PyObject		*pyattr_get_shadow_frustum_size(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+	static PyObject		*pyattr_get_shadow_bind_code(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+	static PyObject		*pyattr_get_shadow_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+	static PyObject		*pyattr_get_shadow_bleed_bias(void *self_v, const KX_PYATTRIBUTE_

@@ Diff output truncated at 10240 characters. @@




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