OpenGL: set OpenGL lights through simple shader API.
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@@ -55,6 +55,9 @@
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#include "BLF_api.h"
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#include "GPU_draw.h"
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#include "GPU_simple_shader.h"
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#include "UI_interface.h"
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/* own include */
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@@ -1216,14 +1219,12 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
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void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
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{
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static GLuint displist = 0;
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int a, old[8];
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GLfloat diff[4], diffn[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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float vec0[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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float dir[4], size;
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float diff[4], diffn[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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float size;
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/* store stuff */
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glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
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/* backdrop */
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glColor3ubv((unsigned char *)wcol->inner);
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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@@ -1234,24 +1235,18 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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/* disable blender light */
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for (a = 0; a < 8; a++) {
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old[a] = glIsEnabled(GL_LIGHT0 + a);
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glDisable(GL_LIGHT0 + a);
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}
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/* own light */
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glEnable(GL_LIGHT7);
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glEnable(GL_LIGHTING);
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ui_but_v3_get(but, dir);
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/* setup lights */
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GPULightData light = {0};
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light.type = GPU_LIGHT_SUN;
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copy_v3_v3(light.diffuse, diffn);
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zero_v3(light.specular);
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ui_but_v3_get(but, light.direction);
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dir[3] = 0.0f; /* glLightfv needs 4 args, 0.0 is sun */
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glLightfv(GL_LIGHT7, GL_POSITION, dir);
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glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
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glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
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glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
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GPU_simple_shader_light_set(0, &light);
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for (int a = 1; a < 8; a++)
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GPU_simple_shader_light_set(a, NULL);
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glEnable(GL_LIGHTING);
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/* transform to button */
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glPushMatrix();
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@@ -1283,10 +1278,10 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
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glCallList(displist);
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/* restore */
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GPU_default_lights();
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glDisable(GL_LIGHTING);
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glDisable(GL_CULL_FACE);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
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glDisable(GL_LIGHT7);
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/* AA circle */
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glEnable(GL_BLEND);
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@@ -1298,12 +1293,6 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
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/* matrix after circle */
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glPopMatrix();
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/* enable blender light */
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for (a = 0; a < 8; a++) {
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if (old[a])
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glEnable(GL_LIGHT0 + a);
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}
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}
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static void ui_draw_but_curve_grid(const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
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@@ -78,6 +78,7 @@
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_material.h"
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#include "GPU_simple_shader.h"
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#include "PIL_time.h"
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@@ -1894,7 +1895,6 @@ void GPU_end_object_materials(void)
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int GPU_default_lights(void)
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{
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float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4];
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int a, count = 0;
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/* initialize */
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@@ -1918,41 +1918,27 @@ int GPU_default_lights(void)
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U.light[2].spec[3] = 1.0;
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}
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
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GPU_simple_shader_light_set_viewer(false);
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for (a = 0; a < 8; a++) {
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if (a < 3) {
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if (U.light[a].flag) {
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glEnable(GL_LIGHT0 + a);
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if (a < 3 && U.light[a].flag) {
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GPULightData light = {0};
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normalize_v3_v3(position, U.light[a].vec);
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position[3] = 0.0f;
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glLightfv(GL_LIGHT0 + a, GL_POSITION, position);
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glLightfv(GL_LIGHT0 + a, GL_DIFFUSE, U.light[a].col);
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glLightfv(GL_LIGHT0 + a, GL_SPECULAR, U.light[a].spec);
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light.type = GPU_LIGHT_SUN;
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count++;
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}
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else {
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glDisable(GL_LIGHT0 + a);
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normalize_v3_v3(light.direction, U.light[a].vec);
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copy_v3_v3(light.diffuse, U.light[a].col);
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copy_v3_v3(light.specular, U.light[a].spec);
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glLightfv(GL_LIGHT0 + a, GL_POSITION, zero);
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glLightfv(GL_LIGHT0 + a, GL_DIFFUSE, zero);
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glLightfv(GL_LIGHT0 + a, GL_SPECULAR, zero);
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}
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GPU_simple_shader_light_set(a, &light);
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/* clear stuff from other opengl lamp usage */
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glLightf(GL_LIGHT0 + a, GL_SPOT_CUTOFF, 180.0);
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glLightf(GL_LIGHT0 + a, GL_CONSTANT_ATTENUATION, 1.0);
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glLightf(GL_LIGHT0 + a, GL_LINEAR_ATTENUATION, 0.0);
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count++;
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}
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else
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glDisable(GL_LIGHT0 + a);
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GPU_simple_shader_light_set(a, NULL);
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}
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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return count;
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@@ -1963,15 +1949,14 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
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Base *base;
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Lamp *la;
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int count;
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float position[4], direction[4], energy[4];
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/* disable all lights */
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for (count = 0; count < 8; count++)
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glDisable(GL_LIGHT0 + count);
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GPU_simple_shader_light_set(count, NULL);
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/* view direction for specular is not computed correct by default in
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* opengl, so we set the settings ourselfs */
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, ortho ? GL_FALSE : GL_TRUE);
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GPU_simple_shader_light_set_viewer(!ortho);
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count = 0;
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@@ -1988,41 +1973,37 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
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glPushMatrix();
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glLoadMatrixf((float *)viewmat);
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if (la->type == LA_SUN) {
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/* sun lamp */
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copy_v3_v3(direction, base->object->obmat[2]);
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direction[3] = 0.0;
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/* setup light */
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GPULightData light = {0};
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glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
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mul_v3_v3fl(light.diffuse, &la->r, la->energy);
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mul_v3_v3fl(light.specular, &la->r, la->energy);
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if (la->type == LA_SUN) {
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/* directional sun light */
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light.type = GPU_LIGHT_SUN;
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normalize_v3_v3(light.direction, base->object->obmat[2]);
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}
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else {
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/* other lamps with attenuation */
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copy_v3_v3(position, base->object->obmat[3]);
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position[3] = 1.0f;
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/* other lamps with position attenuation */
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copy_v3_v3(light.position, base->object->obmat[3]);
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glLightfv(GL_LIGHT0+count, GL_POSITION, position);
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glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
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glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1 / la->dist);
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glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2 / (la->dist * la->dist));
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light.constant_attenuation = 1.0f;
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light.linear_attenuation = la->att1 / la->dist;
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light.quadratic_attenuation = la->att2 / (la->dist * la->dist);
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if (la->type == LA_SPOT) {
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/* spot lamp */
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negate_v3_v3(direction, base->object->obmat[2]);
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glLightfv(GL_LIGHT0 + count, GL_SPOT_DIRECTION, direction);
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glLightf(GL_LIGHT0 + count, GL_SPOT_CUTOFF, RAD2DEGF(la->spotsize * 0.5f));
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glLightf(GL_LIGHT0 + count, GL_SPOT_EXPONENT, 128.0f * la->spotblend);
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light.type = GPU_LIGHT_SPOT;
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negate_v3_v3(light.direction, base->object->obmat[2]);
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normalize_v3(light.direction);
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light.spot_cutoff = RAD2DEGF(la->spotsize * 0.5f);
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light.spot_exponent = 128.0f * la->spotblend;
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}
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else
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glLightf(GL_LIGHT0 + count, GL_SPOT_CUTOFF, 180.0);
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light.type = GPU_LIGHT_POINT;
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}
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/* setup energy */
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mul_v3_v3fl(energy, &la->r, la->energy);
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energy[3] = 1.0;
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glLightfv(GL_LIGHT0 + count, GL_DIFFUSE, energy);
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glLightfv(GL_LIGHT0 + count, GL_SPECULAR, energy);
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glEnable(GL_LIGHT0 + count);
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GPU_simple_shader_light_set(count, &light);
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glPopMatrix();
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@@ -2092,6 +2073,7 @@ void GPU_state_init(void)
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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glDisable(GL_LOGIC_OP);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_TEXTURE_1D);
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