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:
@@ -28,8 +28,6 @@
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#include "GL/glew.h"
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#include "DNA_scene_types.h"
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#include "RAS_IRenderTools.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_LightObject.h"
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@@ -41,6 +39,7 @@
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#include "KX_BlenderMaterial.h"
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#include "KX_RayCast.h"
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#include "KX_IPhysicsController.h"
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#include "KX_Light.h"
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#include "PHY_IPhysicsEnvironment.h"
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@@ -330,22 +329,13 @@ int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& view
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{
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// taken from blender source, incompatibility between Blender Object / GameObject
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KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
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int scenelayer = ~0;
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float glviewmat[16];
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unsigned int count;
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float vec[4];
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vec[3]= 1.0;
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if(kxscene && kxscene->GetBlenderScene())
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scenelayer = kxscene->GetBlenderScene()->lay;
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std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
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for(count=0; count<m_numgllights; count++)
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glDisable((GLenum)(GL_LIGHT0+count));
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//std::vector<struct RAS_LightObject*> m_lights;
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std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
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viewmat.getValue(glviewmat);
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glPushMatrix();
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@@ -353,82 +343,14 @@ int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& view
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for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
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{
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RAS_LightObject* lightdata = (*lit);
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KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
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/* only use lights in the same layer as the object */
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if(!(lightdata->m_layer & objectlayer))
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continue;
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/* only use lights in the same scene, and in a visible layer */
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if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
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continue;
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vec[0] = (*(lightdata->m_worldmatrix))(0,3);
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vec[1] = (*(lightdata->m_worldmatrix))(1,3);
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vec[2] = (*(lightdata->m_worldmatrix))(2,3);
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vec[3] = 1;
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if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
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vec[0] = (*(lightdata->m_worldmatrix))(0,2);
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vec[1] = (*(lightdata->m_worldmatrix))(1,2);
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vec[2] = (*(lightdata->m_worldmatrix))(2,2);
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//vec[0]= base->object->obmat[2][0];
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//vec[1]= base->object->obmat[2][1];
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//vec[2]= base->object->obmat[2][2];
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vec[3]= 0.0;
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glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
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}
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else {
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//vec[3]= 1.0;
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glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
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glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
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glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
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// without this next line it looks backward compatible.
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//attennuation still is acceptable
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glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
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if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
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vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
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vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
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vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
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//vec[0]= -base->object->obmat[2][0];
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//vec[1]= -base->object->obmat[2][1];
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//vec[2]= -base->object->obmat[2][2];
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glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
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glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
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glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
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}
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else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
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}
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if (lightdata->m_nodiffuse)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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} else {
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vec[0]= lightdata->m_energy*lightdata->m_red;
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vec[1]= lightdata->m_energy*lightdata->m_green;
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vec[2]= lightdata->m_energy*lightdata->m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
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if (lightdata->m_nospecular)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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} else if (lightdata->m_nodiffuse) {
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vec[0]= lightdata->m_energy*lightdata->m_red;
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vec[1]= lightdata->m_energy*lightdata->m_green;
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vec[2]= lightdata->m_energy*lightdata->m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
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glEnable((GLenum)(GL_LIGHT0+count));
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KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
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if(kxlight->ApplyLight(kxscene, objectlayer, count))
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count++;
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}
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glPopMatrix();
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return count;
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}
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void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
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@@ -31,8 +31,6 @@
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#include "BMF_Api.h"
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#include "DNA_scene_types.h"
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#include "RAS_IRenderTools.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_LightObject.h"
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@@ -44,6 +42,7 @@
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#include "KX_BlenderMaterial.h"
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#include "KX_RayCast.h"
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#include "KX_IPhysicsController.h"
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#include "KX_Light.h"
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#include "PHY_IPhysicsEnvironment.h"
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@@ -389,22 +388,13 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
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{
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// taken from blender source, incompatibility between Blender Object / GameObject
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KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
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int scenelayer = ~0;
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float glviewmat[16];
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unsigned int count;
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float vec[4];
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vec[3]= 1.0;
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if(kxscene && kxscene->GetBlenderScene())
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scenelayer = kxscene->GetBlenderScene()->lay;
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std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
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for(count=0; count<m_numgllights; count++)
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glDisable((GLenum)(GL_LIGHT0+count));
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//std::vector<struct RAS_LightObject*> m_lights;
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std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
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viewmat.getValue(glviewmat);
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glPushMatrix();
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@@ -412,82 +402,14 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
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for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
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{
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RAS_LightObject* lightdata = (*lit);
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KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
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/* only use lights in the same layer as the object */
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if(!(lightdata->m_layer & objectlayer))
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continue;
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/* only use lights in the same scene, and in a visible layer */
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if(kxscene != lightscene || !(lightdata->m_layer & scenelayer))
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continue;
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vec[0] = (*(lightdata->m_worldmatrix))(0,3);
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vec[1] = (*(lightdata->m_worldmatrix))(1,3);
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vec[2] = (*(lightdata->m_worldmatrix))(2,3);
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vec[3] = 1;
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if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
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vec[0] = (*(lightdata->m_worldmatrix))(0,2);
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vec[1] = (*(lightdata->m_worldmatrix))(1,2);
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vec[2] = (*(lightdata->m_worldmatrix))(2,2);
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//vec[0]= base->object->obmat[2][0];
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//vec[1]= base->object->obmat[2][1];
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//vec[2]= base->object->obmat[2][2];
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vec[3]= 0.0;
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glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
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}
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else {
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//vec[3]= 1.0;
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glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec);
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glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0);
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glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance);
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// without this next line it looks backward compatible.
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//attennuation still is acceptable
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glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, lightdata->m_att2/(lightdata->m_distance*lightdata->m_distance));
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if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) {
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vec[0] = -(*(lightdata->m_worldmatrix))(0,2);
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vec[1] = -(*(lightdata->m_worldmatrix))(1,2);
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vec[2] = -(*(lightdata->m_worldmatrix))(2,2);
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//vec[0]= -base->object->obmat[2][0];
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//vec[1]= -base->object->obmat[2][1];
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//vec[2]= -base->object->obmat[2][2];
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glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec);
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glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0);
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glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend);
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}
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else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0);
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}
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if (lightdata->m_nodiffuse)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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} else {
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vec[0]= lightdata->m_energy*lightdata->m_red;
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vec[1]= lightdata->m_energy*lightdata->m_green;
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vec[2]= lightdata->m_energy*lightdata->m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec);
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if (lightdata->m_nospecular)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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} else if (lightdata->m_nodiffuse) {
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vec[0]= lightdata->m_energy*lightdata->m_red;
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vec[1]= lightdata->m_energy*lightdata->m_green;
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vec[2]= lightdata->m_energy*lightdata->m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
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glEnable((GLenum)(GL_LIGHT0+count));
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KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
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if(kxlight->ApplyLight(kxscene, objectlayer, count))
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count++;
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}
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glPopMatrix();
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return count;
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}
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void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
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@@ -35,6 +35,8 @@
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#pragma warning (disable : 4786)
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#endif
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#include "GL/glew.h"
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#include "KX_Light.h"
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#include "KX_Camera.h"
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#include "RAS_IRasterizer.h"
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@@ -43,6 +45,7 @@
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#include "KX_PyMath.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "GPU_material.h"
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KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
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@@ -56,8 +59,8 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
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m_rendertools(rendertools)
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{
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m_lightobj = lightobj;
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m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
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m_lightobj.m_scene = sgReplicationInfo;
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m_lightobj.m_light = this;
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m_rendertools->AddLight(&m_lightobj);
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m_glsl = glsl;
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m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
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@@ -84,12 +87,102 @@ CValue* KX_LightObject::GetReplica()
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replica->ProcessReplica();
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replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
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replica->m_lightobj.m_light = replica;
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m_rendertools->AddLight(&replica->m_lightobj);
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return replica;
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}
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bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
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{
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KX_Scene* lightscene = (KX_Scene*)m_lightobj.m_scene;
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float vec[4];
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int scenelayer = ~0;
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if(kxscene && kxscene->GetBlenderScene())
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scenelayer = kxscene->GetBlenderScene()->lay;
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/* only use lights in the same layer as the object */
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if(!(m_lightobj.m_layer & oblayer))
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return false;
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/* only use lights in the same scene, and in a visible layer */
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if(kxscene != lightscene || !(m_lightobj.m_layer & scenelayer))
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return false;
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// lights don't get their openGL matrix updated, do it now
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if(GetSGNode()->IsDirty())
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GetOpenGLMatrix();
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MT_CmMatrix4x4& worldmatrix= *GetOpenGLMatrixPtr();
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vec[0] = worldmatrix(0,3);
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vec[1] = worldmatrix(1,3);
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vec[2] = worldmatrix(2,3);
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vec[3] = 1.0f;
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if(m_lightobj.m_type==RAS_LightObject::LIGHT_SUN) {
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vec[0] = worldmatrix(0,2);
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vec[1] = worldmatrix(1,2);
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vec[2] = worldmatrix(2,2);
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//vec[0]= base->object->obmat[2][0];
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//vec[1]= base->object->obmat[2][1];
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//vec[2]= base->object->obmat[2][2];
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vec[3]= 0.0;
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
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}
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else {
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//vec[3]= 1.0;
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_lightobj.m_att1/m_lightobj.m_distance);
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// without this next line it looks backward compatible.
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//attennuation still is acceptable
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glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance));
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if(m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) {
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vec[0] = -worldmatrix(0,2);
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vec[1] = -worldmatrix(1,2);
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vec[2] = -worldmatrix(2,2);
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//vec[0]= -base->object->obmat[2][0];
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//vec[1]= -base->object->obmat[2][1];
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//vec[2]= -base->object->obmat[2][2];
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPOT_DIRECTION, vec);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, m_lightobj.m_spotsize/2.0);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0*m_lightobj.m_spotblend);
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}
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else
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
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}
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if (m_lightobj.m_nodiffuse) {
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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}
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else {
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vec[0]= m_lightobj.m_energy*m_lightobj.m_red;
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vec[1]= m_lightobj.m_energy*m_lightobj.m_green;
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vec[2]= m_lightobj.m_energy*m_lightobj.m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
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if(m_lightobj.m_nospecular)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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}
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else if (m_lightobj.m_nodiffuse) {
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vec[0]= m_lightobj.m_energy*m_lightobj.m_red;
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vec[1]= m_lightobj.m_energy*m_lightobj.m_green;
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vec[2]= m_lightobj.m_energy*m_lightobj.m_blue;
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vec[3]= 1.0;
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}
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
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glEnable((GLenum)(GL_LIGHT0+slot));
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return true;
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}
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GPULamp *KX_LightObject::GetGPULamp()
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{
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if(m_glsl)
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@@ -54,7 +54,10 @@ public:
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virtual CValue* GetReplica();
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RAS_LightObject* GetLightData() { return &m_lightobj;}
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/* GLSL shadow */
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/* OpenGL Light */
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bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot);
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/* GLSL Light */
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struct GPULamp *GetGPULamp();
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bool HasShadowBuffer();
|
||||
int GetShadowLayer();
|
||||
|
@@ -41,6 +41,7 @@ struct RAS_LightObject
|
||||
bool m_modified;
|
||||
int m_layer;
|
||||
void *m_scene;
|
||||
void *m_light;
|
||||
|
||||
float m_energy;
|
||||
float m_distance;
|
||||
@@ -55,7 +56,6 @@ struct RAS_LightObject
|
||||
float m_spotblend;
|
||||
|
||||
LightType m_type;
|
||||
MT_CmMatrix4x4* m_worldmatrix;
|
||||
|
||||
bool m_nodiffuse;
|
||||
bool m_nospecular;
|
||||
|
Reference in New Issue
Block a user