예제 #1
0
int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
	// taken from blender source, incompatibility between Blender Object / GameObject	
	KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
	float glviewmat[16];
	unsigned int count;
	std::vector<struct	RAS_LightObject*>::iterator lit = m_lights.begin();

	for(count=0; count<m_numgllights; count++)
		glDisable((GLenum)(GL_LIGHT0+count));

	viewmat.getValue(glviewmat);
	
	glPushMatrix();
	glLoadMatrixf(glviewmat);
	for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
	{
		RAS_LightObject* lightdata = (*lit);
		KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;

		if(kxlight->ApplyLight(kxscene, objectlayer, count))
			count++;
	}
	glPopMatrix();

	return count;
}
예제 #2
0
GPULamp *RAS_OpenGLLight::GetGPULamp()
{
	KX_LightObject* kxlight = (KX_LightObject*)m_light;

	if (m_glsl)
		return GPU_lamp_from_blender(kxlight->GetScene()->GetBlenderScene(), kxlight->GetBlenderObject(), kxlight->GetBlenderGroupObject());
	else
		return NULL;
}
예제 #3
0
파일: KX_Light.cpp 프로젝트: BHCLL/blendocv
CValue*		KX_LightObject::GetReplica()
{

	KX_LightObject* replica = new KX_LightObject(*this);

	replica->ProcessReplica();
	
	replica->m_lightobj.m_light = replica;
	m_rendertools->AddLight(&replica->m_lightobj);

	return replica;
}
void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& viewmat)
{
	bool enable = false;
	int layer= -1;

	/* find the layer */
	if (uselights) {
		if (m_clientobject)
			layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
	}

	/* avoid state switching */
	if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
		return;

	m_lastlightlayer = layer;
	m_lastauxinfo = m_auxilaryClientInfo;

	/* enable/disable lights as needed */
	if (layer >= 0) {
		//enable = ApplyLights(layer, viewmat);
		// taken from blender source, incompatibility between Blender Object / GameObject
		KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
		float glviewmat[16];
		unsigned int count;
		std::vector<struct	RAS_LightObject*>::iterator lit = m_lights.begin();

		for (count=0; count<m_numgllights; count++)
			glDisable((GLenum)(GL_LIGHT0+count));

		viewmat.getValue(glviewmat);

		glPushMatrix();
		glLoadMatrixf(glviewmat);
		for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
		{
			RAS_LightObject* lightdata = (*lit);
			KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;

			if (kxlight->ApplyLight(kxscene, layer, count))
				count++;
		}
		glPopMatrix();

		enable = count > 0;
	}

	if (enable)
		EnableOpenGLLights();
	else
		DisableOpenGLLights();
}
예제 #5
0
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);
	}
}
예제 #6
0
CValue*		KX_LightObject::GetReplica()
{

	KX_LightObject* replica = new KX_LightObject(*this);

	replica->ProcessReplica();
	
	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;
}
예제 #7
0
Image *RAS_OpenGLLight::GetTextureImage(short texslot)
{
	KX_LightObject *kxlight = (KX_LightObject *)m_light;
	Lamp *la = (Lamp *)kxlight->GetBlenderObject()->data;

	if (texslot >= MAX_MTEX || texslot < 0) {
		printf("KX_LightObject::GetTextureImage(): texslot exceeds slot bounds (0-%d)\n", MAX_MTEX - 1);
		return NULL;
	}

	if (la->mtex[texslot])
		return la->mtex[texslot]->tex->ima;

	return NULL;
}
예제 #8
0
int KX_LightObject::pyattr_set_layer(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
	KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
	int layer = PyLong_AsLong(value);

	if (layer == -1 && PyErr_Occurred()) {
		PyErr_Format(PyExc_TypeError, "expected an integer for attribute \"%s\"", attrdef->m_name);
		return PY_SET_ATTR_FAIL;
	}

	if (layer < 1) {
		PyErr_Format(PyExc_TypeError, "expected an integer greater than 1 for attribute \"%s\"", attrdef->m_name);
		return PY_SET_ATTR_FAIL;
	}
	else if(layer > MAX_LIGHT_LAYERS) {
		PyErr_Format(PyExc_TypeError, "expected an integer less than %i for attribute \"%s\"", MAX_LIGHT_LAYERS, attrdef->m_name);
		return PY_SET_ATTR_FAIL;
	}

	self->SetLayer(layer);
	return PY_SET_ATTR_SUCCESS;
}
예제 #9
0
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;

		GPU_lamp_update(lamp, m_layer, 0, 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);
		GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
	}
}
예제 #10
0
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
{
	CListValue *lightlist = scene->GetLightList();
	int i, drawmode;

	m_rendertools->SetAuxilaryClientInfo(scene);

	for(i=0; i<lightlist->GetCount(); i++) {
		KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);

		KX_LightObject *light = (KX_LightObject*)gameobj;

		light->Update();

		if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
			/* make temporary camera */
			RAS_CameraData camdata = RAS_CameraData();
			KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true);
			cam->SetName("__shadow__cam__");

			MT_Transform camtrans;

			/* switch drawmode for speed */
			drawmode = m_rasterizer->GetDrawingMode();
			m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);

			/* binds framebuffer object, sets up camera .. */
			light->BindShadowBuffer(m_rasterizer, cam, camtrans);

			/* update scene */
			scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer());

			/* render */
			m_rasterizer->ClearDepthBuffer();
			scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);

			/* unbind framebuffer object, restore drawmode, free camera */
			light->UnbindShadowBuffer(m_rasterizer);
			m_rasterizer->SetDrawingMode(drawmode);
			cam->Release();
		}
	}
}
예제 #11
0
bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot)
{
	KX_Scene *lightscene = (KX_Scene *)m_scene;
	KX_LightObject *kxlight = (KX_LightObject *)m_light;
	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_layer & oblayer))
		return false;
	/* only use lights in the same scene, and in a visible layer */
	if (kxscene != lightscene || !(m_layer & scenelayer))
		return false;

	// lights don't get their openGL matrix updated, do it now
	if (kxlight->GetSGNode()->IsDirty())
		kxlight->GetOpenGLMatrix();

	MT_CmMatrix4x4& worldmatrix = *kxlight->GetOpenGLMatrixPtr();

	vec[0] = worldmatrix(0, 3);
	vec[1] = worldmatrix(1, 3);
	vec[2] = worldmatrix(2, 3);
	vec[3] = 1.0f;

	if (m_type == RAS_ILightObject::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] = 0.0f;
		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, 1.0f);
		glLightf((GLenum)(GL_LIGHT0 + slot), GL_LINEAR_ATTENUATION, m_att1 / m_distance);
		// without this next line it looks backward compatible.
		//attennuation still is acceptable
		glLightf((GLenum)(GL_LIGHT0 + slot), GL_QUADRATIC_ATTENUATION, m_att2 / (m_distance * m_distance));

		if (m_type == RAS_ILightObject::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, m_spotsize / 2.0f);
			glLightf((GLenum)(GL_LIGHT0 + slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
		}
		else {
			glLightf((GLenum)(GL_LIGHT0 + slot), GL_SPOT_CUTOFF, 180.0f);
		}
	}

	if (m_nodiffuse) {
		vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
	}
	else {
		vec[0] = m_energy * m_color[0];
		vec[1] = m_energy * m_color[1];
		vec[2] = m_energy * m_color[2];
		vec[3] = 1.0f;
	}

	glLightfv((GLenum)(GL_LIGHT0 + slot), GL_DIFFUSE, vec);
	if (m_nospecular) {
		vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
	}
	else if (m_nodiffuse) {
		vec[0] = m_energy * m_color[0];
		vec[1] = m_energy * m_color[1];
		vec[2] = m_energy * m_color[2];
		vec[3] = 1.0f;
	}

	glLightfv((GLenum)(GL_LIGHT0 + slot), GL_SPECULAR, vec);
	glEnable((GLenum)(GL_LIGHT0 + slot));

	return true;
}
예제 #12
0
// Texture object initialization
static int Texture_init(Texture *self, PyObject *args, PyObject *kwds)
{
	// parameters - game object with video texture
	PyObject *obj = NULL;
	// material ID
	short matID = 0;
	// texture ID
	short texID = 0;
	// texture object with shared texture ID
	Texture * texObj = NULL;

	static const char *kwlist[] = {"gameObj", "materialID", "textureID", "textureObj", NULL};

	// get parameters
	if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|hhO!",
		const_cast<char**>(kwlist), &obj, &matID, &texID, &TextureType,
		&texObj))
		return -1;

	// if parameters are available
	if (obj != NULL)
	{
		// process polygon material or blender material
		try
		{
			// get pointer to texture image
			RAS_IPolyMaterial * mat = getMaterial(obj, matID);
			KX_LightObject * lamp = getLamp(obj);
			if (mat != NULL)
			{
				// is it blender material or polygon material
				if (mat->GetFlag() & RAS_BLENDERGLSL)
				{
					self->m_imgTexture = static_cast<KX_BlenderMaterial*>(mat)->getImage(texID);
					self->m_useMatTexture = false;
				} else
				{
					// get blender material texture
					self->m_matTexture = static_cast<KX_BlenderMaterial*>(mat)->getTex(texID);
					self->m_useMatTexture = true;
				}
			}
			else if (lamp != NULL)
			{
				self->m_imgTexture = lamp->GetLightData()->GetTextureImage(texID);
				self->m_useMatTexture = false;
			}

			// check if texture is available, if not, initialization failed
			if (self->m_imgTexture == NULL && self->m_matTexture == NULL)
				// throw exception if initialization failed
				THRWEXCP(MaterialNotAvail, S_OK);

			// if texture object is provided
			if (texObj != NULL)
			{
				// copy texture code
				self->m_actTex = texObj->m_actTex;
				self->m_mipmap = texObj->m_mipmap;
				if (texObj->m_source != NULL)
					Texture_setSource(self, reinterpret_cast<PyObject*>(texObj->m_source), NULL);
			}
			else
				// otherwise generate texture code
				glGenTextures(1, (GLuint*)&self->m_actTex);
		}
		catch (Exception & exp)
		{
			exp.report();
			return -1;
		}
	}
	// initialization succeded
	return 0;
}