Fix for bug #18900: game engine lights in non-glsl mode did move

anymore, missing matrix update. Also move some code to KX_LightObject
to avoid duplication with player.
This commit is contained in:
Brecht Van Lommel
2009-06-09 13:51:32 +00:00
parent 20eaa1466d
commit e29c9bc4da
5 changed files with 111 additions and 171 deletions

View File

@@ -28,8 +28,6 @@
#include "GL/glew.h" #include "GL/glew.h"
#include "DNA_scene_types.h"
#include "RAS_IRenderTools.h" #include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h" #include "RAS_IRasterizer.h"
#include "RAS_LightObject.h" #include "RAS_LightObject.h"
@@ -41,6 +39,7 @@
#include "KX_BlenderMaterial.h" #include "KX_BlenderMaterial.h"
#include "KX_RayCast.h" #include "KX_RayCast.h"
#include "KX_IPhysicsController.h" #include "KX_IPhysicsController.h"
#include "KX_Light.h"
#include "PHY_IPhysicsEnvironment.h" #include "PHY_IPhysicsEnvironment.h"
@@ -330,21 +329,12 @@ int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& view
{ {
// taken from blender source, incompatibility between Blender Object / GameObject // taken from blender source, incompatibility between Blender Object / GameObject
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo; KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
int scenelayer = ~0;
float glviewmat[16]; float glviewmat[16];
unsigned int count; unsigned int count;
float vec[4]; std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
vec[3]= 1.0;
if(kxscene && kxscene->GetBlenderScene())
scenelayer = kxscene->GetBlenderScene()->lay;
for(count=0; count<m_numgllights; count++) for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count)); glDisable((GLenum)(GL_LIGHT0+count));
//std::vector<struct RAS_LightObject*> m_lights;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
viewmat.getValue(glviewmat); viewmat.getValue(glviewmat);
@@ -353,82 +343,14 @@ int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& view
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit) for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{ {
RAS_LightObject* lightdata = (*lit); RAS_LightObject* lightdata = (*lit);
KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene; KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
/* only use lights in the same layer as the object */ if(kxlight->ApplyLight(kxscene, objectlayer, count))
if(!(lightdata->m_layer & objectlayer)) count++;
continue;
/* only use lights in the same scene, and in a visible layer */
if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
continue;
vec[0] = (*(lightdata->m_worldmatrix))(0,3);
vec[1] = (*(lightdata->m_worldmatrix))(1,3);
vec[2] = (*(lightdata->m_worldmatrix))(2,3);
vec[3] = 1;
if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
vec[0] = (*(lightdata->m_worldmatrix))(0,2);
vec[1] = (*(lightdata->m_worldmatrix))(1,2);
vec[2] = (*(lightdata->m_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+count), GL_POSITION, vec);
}
else {
//vec[3]= 1.0;
glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
vec[2] = -(*(lightdata->m_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+count), GL_SPOT_DIRECTION, vec);
glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
}
else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
}
if (lightdata->m_nodiffuse)
{
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
} else {
vec[0]= lightdata->m_energy*lightdata->m_red;
vec[1]= lightdata->m_energy*lightdata->m_green;
vec[2]= lightdata->m_energy*lightdata->m_blue;
vec[3]= 1.0;
}
glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
if (lightdata->m_nospecular)
{
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
} else if (lightdata->m_nodiffuse) {
vec[0]= lightdata->m_energy*lightdata->m_red;
vec[1]= lightdata->m_energy*lightdata->m_green;
vec[2]= lightdata->m_energy*lightdata->m_blue;
vec[3]= 1.0;
}
glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+count));
count++;
} }
glPopMatrix(); glPopMatrix();
return count; return count;
} }
void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer) void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)

View File

@@ -31,8 +31,6 @@
#include "BMF_Api.h" #include "BMF_Api.h"
#include "DNA_scene_types.h"
#include "RAS_IRenderTools.h" #include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h" #include "RAS_IRasterizer.h"
#include "RAS_LightObject.h" #include "RAS_LightObject.h"
@@ -44,6 +42,7 @@
#include "KX_BlenderMaterial.h" #include "KX_BlenderMaterial.h"
#include "KX_RayCast.h" #include "KX_RayCast.h"
#include "KX_IPhysicsController.h" #include "KX_IPhysicsController.h"
#include "KX_Light.h"
#include "PHY_IPhysicsEnvironment.h" #include "PHY_IPhysicsEnvironment.h"
@@ -389,21 +388,12 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{ {
// taken from blender source, incompatibility between Blender Object / GameObject // taken from blender source, incompatibility between Blender Object / GameObject
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo; KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
int scenelayer = ~0;
float glviewmat[16]; float glviewmat[16];
unsigned int count; unsigned int count;
float vec[4]; std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
vec[3]= 1.0;
if(kxscene && kxscene->GetBlenderScene())
scenelayer = kxscene->GetBlenderScene()->lay;
for(count=0; count<m_numgllights; count++) for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count)); glDisable((GLenum)(GL_LIGHT0+count));
//std::vector<struct RAS_LightObject*> m_lights;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
viewmat.getValue(glviewmat); viewmat.getValue(glviewmat);
@@ -412,82 +402,14 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit) for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{ {
RAS_LightObject* lightdata = (*lit); RAS_LightObject* lightdata = (*lit);
KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene; KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
/* only use lights in the same layer as the object */ if(kxlight->ApplyLight(kxscene, objectlayer, count))
if(!(lightdata->m_layer & objectlayer)) count++;
continue;
/* only use lights in the same scene, and in a visible layer */
if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
continue;
vec[0] = (*(lightdata->m_worldmatrix))(0,3);
vec[1] = (*(lightdata->m_worldmatrix))(1,3);
vec[2] = (*(lightdata->m_worldmatrix))(2,3);
vec[3] = 1;
if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
vec[0] = (*(lightdata->m_worldmatrix))(0,2);
vec[1] = (*(lightdata->m_worldmatrix))(1,2);
vec[2] = (*(lightdata->m_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+count), GL_POSITION, vec);
}
else {
//vec[3]= 1.0;
glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
vec[2] = -(*(lightdata->m_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+count), GL_SPOT_DIRECTION, vec);
glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
}
else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
}
if (lightdata->m_nodiffuse)
{
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
} else {
vec[0]= lightdata->m_energy*lightdata->m_red;
vec[1]= lightdata->m_energy*lightdata->m_green;
vec[2]= lightdata->m_energy*lightdata->m_blue;
vec[3]= 1.0;
}
glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
if (lightdata->m_nospecular)
{
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
} else if (lightdata->m_nodiffuse) {
vec[0]= lightdata->m_energy*lightdata->m_red;
vec[1]= lightdata->m_energy*lightdata->m_green;
vec[2]= lightdata->m_energy*lightdata->m_blue;
vec[3]= 1.0;
}
glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+count));
count++;
} }
glPopMatrix(); glPopMatrix();
return count; return count;
} }
void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)

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@@ -35,6 +35,8 @@
#pragma warning (disable : 4786) #pragma warning (disable : 4786)
#endif #endif
#include "GL/glew.h"
#include "KX_Light.h" #include "KX_Light.h"
#include "KX_Camera.h" #include "KX_Camera.h"
#include "RAS_IRasterizer.h" #include "RAS_IRasterizer.h"
@@ -43,6 +45,7 @@
#include "KX_PyMath.h" #include "KX_PyMath.h"
#include "DNA_object_types.h" #include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "GPU_material.h" #include "GPU_material.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
@@ -56,8 +59,8 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
m_rendertools(rendertools) m_rendertools(rendertools)
{ {
m_lightobj = lightobj; m_lightobj = lightobj;
m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
m_lightobj.m_scene = sgReplicationInfo; m_lightobj.m_scene = sgReplicationInfo;
m_lightobj.m_light = this;
m_rendertools->AddLight(&m_lightobj); m_rendertools->AddLight(&m_lightobj);
m_glsl = glsl; m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene(); m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
@@ -84,12 +87,102 @@ CValue* KX_LightObject::GetReplica()
replica->ProcessReplica(); replica->ProcessReplica();
replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr(); replica->m_lightobj.m_light = replica;
m_rendertools->AddLight(&replica->m_lightobj); m_rendertools->AddLight(&replica->m_lightobj);
return replica; 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, m_lightobj.m_spotsize/2.0);
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0*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() GPULamp *KX_LightObject::GetGPULamp()
{ {
if(m_glsl) if(m_glsl)

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@@ -54,7 +54,10 @@ public:
virtual CValue* GetReplica(); virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;} RAS_LightObject* GetLightData() { return &m_lightobj;}
/* GLSL shadow */ /* OpenGL Light */
bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot);
/* GLSL Light */
struct GPULamp *GetGPULamp(); struct GPULamp *GetGPULamp();
bool HasShadowBuffer(); bool HasShadowBuffer();
int GetShadowLayer(); int GetShadowLayer();

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@@ -39,8 +39,9 @@ struct RAS_LightObject
LIGHT_NORMAL LIGHT_NORMAL
}; };
bool m_modified; bool m_modified;
int m_layer; int m_layer;
void *m_scene; void *m_scene;
void *m_light;
float m_energy; float m_energy;
float m_distance; float m_distance;
@@ -55,7 +56,6 @@ struct RAS_LightObject
float m_spotblend; float m_spotblend;
LightType m_type; LightType m_type;
MT_CmMatrix4x4* m_worldmatrix;
bool m_nodiffuse; bool m_nodiffuse;
bool m_nospecular; bool m_nospecular;