Fix for bug #18900: game engine lights in non-glsl mode did move
[blender.git] / source / gameengine / Ketsji / KX_Light.cpp
index fe575384a35acb76f4b4042755b7f71150313232..274d8f26d785eb72690bb668c5976f8dfd2425d2 100644 (file)
@@ -35,6 +35,8 @@
 #pragma warning (disable : 4786)
 #endif
 
+#include "GL/glew.h"
+
 #include "KX_Light.h"
 #include "KX_Camera.h"
 #include "RAS_IRasterizer.h"
@@ -43,6 +45,7 @@
 #include "KX_PyMath.h"
 
 #include "DNA_object_types.h"
+#include "DNA_scene_types.h"
 #include "GPU_material.h"
  
 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_lightobj = lightobj;
-       m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
        m_lightobj.m_scene = sgReplicationInfo;
+       m_lightobj.m_light = this;
        m_rendertools->AddLight(&m_lightobj);
        m_glsl = glsl;
        m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
@@ -84,12 +87,102 @@ CValue*            KX_LightObject::GetReplica()
 
        replica->ProcessReplica();
        
-       replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
+       replica->m_lightobj.m_light = replica;
        m_rendertools->AddLight(&replica->m_lightobj);
 
        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()
 {
        if(m_glsl)