This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.
Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1
Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1690
:type: float
+ .. attribute:: shadowClipStart
+
+ The shadowmap clip start, below which objects will not generate shadows.
+
+ :type: float (read only)
+
+ .. attribute:: shadowClipEnd
+
+ The shadowmap clip end, beyond which objects will not generate shadows.
+
+ :type: float (read only)
+
+ ..attribute:: shadowFrustumSize
+
+ Size of the frustum used for creating the shadowmap.
+
+ :type: float (read only)
+
+ ..attribute:: shadowBindId
+
+ The OpenGL shadow texture bind number/id.
+
+ :type: int (read only)
+
+ ..attribute:: shadowMapType
+
+ The shadow shadow map type (0 -> Simple; 1 -> Variance)
+
+ :type: int (read only)
+
+ ..attribute:: shadowBias
+
+ The shadow buffer sampling bias.
+
+ :type: float (read only)
+
+ ..attribute:: shadowBleedBias
+
+ The bias for reducing light-bleed on variance shadow maps.
+
+ :type: float (read only)
+
+ ..attribute:: useShadow
+
+ Returns True if the light has Shadow option activated, else returns False.
+
+ :type: boolean (read only)
+
+ .. attribute:: shadowColor
+
+ The color of this light shadows. Black = (0.0, 0.0, 0.0), White = (1.0, 1.0, 1.0).
+
+ :type: :class:`mathutils.Color` (read only)
+
+ .. attribute:: shadowMatrix
+
+ Matrix that converts a vector in camera space to shadow buffer depth space.
+
+ Computed as:
+ mat4_perspective_to_depth * mat4_lamp_to_perspective * mat4_world_to_lamp * mat4_cam_to_world.
+
+ mat4_perspective_to_depth is a fixed matrix defined as follow:
+
+ 0.5 0.0 0.0 0.5
+ 0.0 0.5 0.0 0.5
+ 0.0 0.0 0.5 0.5
+ 0.0 0.0 0.0 1.0
+ Note:
+ There is one matrix of that type per lamp casting shadow in the scene.
+
+ :type: Matrix4x4 (read only)
+
.. attribute:: distance
The maximum distance this light can illuminate. (SPOT and NORMAL lights only).
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
+int GPU_lamp_shadow_bind_code(GPULamp *lamp);
+float *GPU_lamp_dynpersmat(GPULamp *lamp);
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
return lamp->la->shadowmap_type;
}
+int GPU_lamp_shadow_bind_code(GPULamp *lamp)
+{
+ return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
+}
+
+float *GPU_lamp_dynpersmat(GPULamp *lamp)
+{
+ return lamp->dynpersmat ? (float *)lamp->dynpersmat : NULL;
+}
+
int GPU_lamp_shadow_layer(GPULamp *lamp)
{
if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
lightobj->m_color[2] = la->b;
lightobj->m_distance = la->dist;
lightobj->m_energy = la->energy;
+ lightobj->m_shadowclipstart = la->clipsta;
+ lightobj->m_shadowclipend = la->clipend;
+ lightobj->m_shadowbias = la->bias;
+ lightobj->m_shadowbleedbias = la->bleedbias;
+ lightobj->m_shadowmaptype = la->shadowmap_type;
+ lightobj->m_shadowfrustumsize = la->shadow_frustum_size;
+ lightobj->m_shadowcolor[0] = la->shdwr;
+ lightobj->m_shadowcolor[1] = la->shdwg;
+ lightobj->m_shadowcolor[2] = la->shdwb;
lightobj->m_layer = layerflag;
lightobj->m_spotblend = la->spotblend;
lightobj->m_spotsize = la->spotsize;
KX_PYATTRIBUTE_RW_FUNCTION("quad_attenuation", KX_LightObject, pyattr_get_quad_attenuation, pyattr_set_quad_attenuation),
KX_PYATTRIBUTE_RW_FUNCTION("spotsize", KX_LightObject, pyattr_get_spotsize, pyattr_set_spotsize),
KX_PYATTRIBUTE_RW_FUNCTION("spotblend", KX_LightObject, pyattr_get_spotblend, pyattr_set_spotblend),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowClipStart", KX_LightObject, pyattr_get_shadow_clip_start),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowClipEnd", KX_LightObject, pyattr_get_shadow_clip_end),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowFrustumSize", KX_LightObject, pyattr_get_shadow_frustum_size),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowBias", KX_LightObject, pyattr_get_shadow_bias),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowBleedBias", KX_LightObject, pyattr_get_shadow_bleed_bias),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowBindId", KX_LightObject, pyattr_get_shadow_bind_code),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowMapType", KX_LightObject, pyattr_get_shadow_map_type),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowColor", KX_LightObject, pyattr_get_shadow_color),
+ KX_PYATTRIBUTE_RO_FUNCTION("useShadow", KX_LightObject, pyattr_get_shadow_active),
+ KX_PYATTRIBUTE_RO_FUNCTION("shadowMatrix", KX_LightObject, pyattr_get_shadow_matrix),
KX_PYATTRIBUTE_RO_FUNCTION("SPOT", KX_LightObject, pyattr_get_typeconst),
KX_PYATTRIBUTE_RO_FUNCTION("SUN", KX_LightObject, pyattr_get_typeconst),
KX_PYATTRIBUTE_RO_FUNCTION("NORMAL", KX_LightObject, pyattr_get_typeconst),
return PY_SET_ATTR_FAIL;
}
+PyObject *KX_LightObject::pyattr_get_shadow_clip_start(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyFloat_FromDouble(self->m_lightobj->m_shadowclipstart);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_clip_end(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyFloat_FromDouble(self->m_lightobj->m_shadowclipend);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_frustum_size(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyFloat_FromDouble(self->m_lightobj->m_shadowfrustumsize);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_bind_code(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyLong_FromLong(self->m_lightobj->GetShadowBindCode());
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyFloat_FromDouble(self->m_lightobj->m_shadowbias);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_bleed_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyFloat_FromDouble(self->m_lightobj->m_shadowbleedbias);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_map_type(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyLong_FromLong(self->m_lightobj->m_shadowmaptype);
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_matrix(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyObjectFrom(self->m_lightobj->GetShadowMatrix());
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyColorFromVector(MT_Vector3(self->m_lightobj->m_shadowcolor));
+}
+
+PyObject *KX_LightObject::pyattr_get_shadow_active(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ return PyBool_FromLong(self->m_lightobj->HasShadowBuffer());
+}
+
PyObject *KX_LightObject::pyattr_get_distance(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
static int pyattr_set_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_shadow_clip_start(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_clip_end(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_frustum_size(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_bind_code(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_bleed_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_map_type(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_active(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_shadow_matrix(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
class KX_Scene;
class MT_Transform;
+class MT_Matrix4x4;
struct Image;
float m_energy;
float m_distance;
+ float m_shadowclipstart;
+ float m_shadowfrustumsize;
+ float m_shadowclipend;
+ float m_shadowbias;
+ float m_shadowbleedbias;
+ short m_shadowmaptype;
+ float m_shadowcolor[3];
float m_color[3];
virtual RAS_ILightObject* Clone() = 0;
virtual bool HasShadowBuffer() = 0;
+ virtual int GetShadowBindCode() = 0;
+ virtual MT_Matrix4x4 GetShadowMatrix() = 0;
virtual int GetShadowLayer() = 0;
virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0;
virtual void UnbindShadowBuffer() = 0;
return false;
}
+int RAS_OpenGLLight::GetShadowBindCode()
+{
+ GPULamp *lamp;
+
+ if ((lamp = GetGPULamp()))
+ return GPU_lamp_shadow_bind_code(lamp);
+ return -1;
+}
+
+MT_Matrix4x4 RAS_OpenGLLight::GetShadowMatrix()
+{
+ GPULamp *lamp;
+
+ if ((lamp = GetGPULamp()))
+ return MT_Matrix4x4(GPU_lamp_dynpersmat(lamp));
+ MT_Matrix4x4 mat;
+ mat.setIdentity();
+ return mat;
+}
+
int RAS_OpenGLLight::GetShadowLayer()
{
GPULamp *lamp;
RAS_OpenGLLight* Clone() { return new RAS_OpenGLLight(*this); }
bool HasShadowBuffer();
+ int GetShadowBindCode();
+ MT_Matrix4x4 GetShadowMatrix();
int GetShadowLayer();
void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans);
void UnbindShadowBuffer();