void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans) { GPULamp *lamp; float viewmat[4][4], winmat[4][4]; int winsize; /* bind framebuffer */ lamp = GetGPULamp(); GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat); /* setup camera transformation */ MT_Matrix4x4 modelviewmat((float*)viewmat); MT_Matrix4x4 projectionmat((float*)winmat); MT_Transform trans = MT_Transform((float*)viewmat); camtrans.invert(trans); cam->SetModelviewMatrix(modelviewmat); cam->SetProjectionMatrix(projectionmat); cam->NodeSetLocalPosition(camtrans.getOrigin()); cam->NodeSetLocalOrientation(camtrans.getBasis()); cam->NodeUpdateGS(0); /* setup rasterizer transformations */ /* SetViewMatrix may use stereomode which we temporarily disable here */ RAS_IRasterizer::StereoMode stereomode = ras->GetStereoMode(); ras->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO); ras->SetProjectionMatrix(projectionmat); ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective); ras->SetStereoMode(stereomode); }
int RAS_OpenGLLight::GetShadowBindCode() { GPULamp *lamp; if ((lamp = GetGPULamp())) return GPU_lamp_shadow_bind_code(lamp); return -1; }
void RAS_OpenGLLight::UnbindShadowBuffer() { GPULamp *lamp = GetGPULamp(); GPU_lamp_shadow_buffer_unbind(lamp); if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE) m_rasterizer->SetUsingOverrideShader(false); }
int KX_LightObject::GetShadowLayer() { GPULamp *lamp; if((lamp = GetGPULamp())) return GPU_lamp_shadow_layer(lamp); else return 0; }
bool KX_LightObject::HasShadowBuffer() { GPULamp *lamp; if((lamp = GetGPULamp())) return GPU_lamp_has_shadow_buffer(lamp); else return false; }
void RAS_OpenGLLight::UnbindShadowBuffer() { GPULamp *lamp = GetGPULamp(); GPU_lamp_shadow_buffer_unbind(lamp); m_rasterizer->SetShadowMode(RAS_IRasterizer::RAS_SHADOW_NONE); m_requestShadowUpdate = false; }
int RAS_OpenGLLight::GetShadowLayer() { GPULamp *lamp; if ((lamp = GetGPULamp())) return GPU_lamp_shadow_layer(lamp); else return 0; }
bool RAS_OpenGLLight::HasShadowBuffer() { GPULamp *lamp; if ((lamp = GetGPULamp())) return GPU_lamp_has_shadow_buffer(lamp); else return false; }
MT_Matrix4x4 RAS_OpenGLLight::GetShadowMatrix() { GPULamp *lamp; if ((lamp = GetGPULamp())) return MT_Matrix4x4(GPU_lamp_dynpersmat(lamp)); MT_Matrix4x4 mat; mat.setIdentity(); return mat; }
KX_LightObject::~KX_LightObject() { GPULamp *lamp; if((lamp = GetGPULamp())) { float obmat[4][4] = {{0}}; GPU_lamp_update(lamp, 0, 0, obmat); } m_rendertools->RemoveLight(&m_lightobj); }
RAS_OpenGLLight::~RAS_OpenGLLight() { GPULamp *lamp; KX_LightObject *kxlight = (KX_LightObject *)m_light; Lamp *la = (Lamp *)kxlight->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, la->coeff_const, la->coeff_lin, la->coeff_quad); GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend); } }
void RAS_OpenGLLight::BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) { GPULamp *lamp; float viewmat[4][4], winmat[4][4]; int winsize; /* bind framebuffer */ lamp = GetGPULamp(); GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat); if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE) { m_rasterizer->SetShadowMode(RAS_IRasterizer::RAS_SHADOW_VARIANCE); } else { m_rasterizer->SetShadowMode(RAS_IRasterizer::RAS_SHADOW_SIMPLE); } /* GPU_lamp_shadow_buffer_bind() changes the viewport, so update the canvas */ canvas->UpdateViewPort(0, 0, winsize, winsize); /* setup camera transformation */ MT_Matrix4x4 modelviewmat((float *)viewmat); MT_Matrix4x4 projectionmat((float *)winmat); MT_Transform trans = MT_Transform((float *)viewmat); camtrans.invert(trans); cam->SetModelviewMatrix(modelviewmat); cam->SetProjectionMatrix(projectionmat); cam->NodeSetLocalPosition(camtrans.getOrigin()); cam->NodeSetLocalOrientation(camtrans.getBasis()); cam->NodeUpdateGS(0); /* setup rasterizer transformations */ /* SetViewMatrix may use stereomode which we temporarily disable here */ RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode(); m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO); m_rasterizer->SetProjectionMatrix(projectionmat); m_rasterizer->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->NodeGetLocalScaling(), cam->GetCameraData()->m_perspective); m_rasterizer->SetStereoMode(stereomode); }
void KX_LightObject::Update() { GPULamp *lamp; if((lamp = GetGPULamp()) != NULL && GetSGNode()) { float obmat[4][4]; // lights don't get their openGL matrix updated, do it now if (GetSGNode()->IsDirty()) GetOpenGLMatrix(); double *dobmat = GetOpenGLMatrixPtr()->getPointer(); for(int i=0; i<4; i++) for(int j=0; j<4; j++, dobmat++) obmat[i][j] = (float)*dobmat; GPU_lamp_update(lamp, m_lightobj.m_layer, 0, obmat); GPU_lamp_update_colors(lamp, m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue, m_lightobj.m_energy); } }
void RAS_OpenGLLight::Update() { GPULamp *lamp; KX_LightObject *kxlight = (KX_LightObject *)m_light; if ((lamp = GetGPULamp()) != NULL && kxlight->GetSGNode()) { float obmat[4][4]; // lights don't get their openGL matrix updated, do it now if (kxlight->GetSGNode()->IsDirty()) kxlight->GetOpenGLMatrix(); float *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer(); for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++, dobmat++) obmat[i][j] = (float)*dobmat; int hide = kxlight->GetVisible() ? 0 : 1; GPU_lamp_update(lamp, m_layer, hide, obmat); GPU_lamp_update_colors(lamp, m_color[0], m_color[1], m_color[2], m_energy); GPU_lamp_update_distance(lamp, m_distance, m_att1, m_att2, m_coeff_const, m_coeff_lin, m_coeff_quad); GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend); } }
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras) { GPULamp *lamp = GetGPULamp(); GPU_lamp_shadow_buffer_unbind(lamp); }