| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | /**
 | 
					
						
							|  |  |  |  * $Id$ | 
					
						
							|  |  |  |  * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This program is free software; you can redistribute it and/or | 
					
						
							|  |  |  |  * modify it under the terms of the GNU General Public License | 
					
						
							|  |  |  |  * as published by the Free Software Foundation; either version 2 | 
					
						
							|  |  |  |  * of the License, or (at your option) any later version. The Blender | 
					
						
							|  |  |  |  * Foundation also sells licenses for use in proprietary software under | 
					
						
							|  |  |  |  * the Blender License.  See http://www.blender.org/BL/ for information
 | 
					
						
							|  |  |  |  * about this. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This program is distributed in the hope that it will be useful, | 
					
						
							|  |  |  |  * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
					
						
							|  |  |  |  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
					
						
							|  |  |  |  * GNU General Public License for more details. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * You should have received a copy of the GNU General Public License | 
					
						
							|  |  |  |  * along with this program; if not, write to the Free Software Foundation, | 
					
						
							|  |  |  |  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. | 
					
						
							|  |  |  |  * All rights reserved. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The Original Code is: all of this file. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Contributor(s): none yet. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ***** END GPL/BL DUAL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "KX_BlenderRenderTools.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2002-11-25 15:29:57 +00:00
										 |  |  | #ifdef HAVE_CONFIG_H
 | 
					
						
							|  |  |  | #include <config.h>
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | #ifdef WIN32
 | 
					
						
							|  |  |  | // OpenGL gl.h needs 'windows.h' on windows platforms 
 | 
					
						
							|  |  |  | #include <windows.h>
 | 
					
						
							|  |  |  | #endif //WIN32
 | 
					
						
							| 
									
										
										
										
											2003-01-07 00:18:59 +00:00
										 |  |  | #ifdef __APPLE__
 | 
					
						
							|  |  |  | #include <OpenGL/gl.h>
 | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  | #include <GL/gl.h>
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | #include "RAS_IRenderTools.h"
 | 
					
						
							|  |  |  | #include "RAS_IRasterizer.h"
 | 
					
						
							|  |  |  | #include "RAS_LightObject.h"
 | 
					
						
							|  |  |  | #include "RAS_ICanvas.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // next two includes/dependencies come from the shadow feature
 | 
					
						
							|  |  |  | // it needs the gameobject and the sumo physics scene for a raycast
 | 
					
						
							|  |  |  | #include "KX_GameObject.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "KX_BlenderPolyMaterial.h"
 | 
					
						
							|  |  |  | #include "Value.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "KX_BlenderGL.h" // for text printing
 | 
					
						
							|  |  |  | #include "STR_String.h"
 | 
					
						
							|  |  |  | #include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | KX_BlenderRenderTools::KX_BlenderRenderTools() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  | ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information. | 
					
						
							|  |  |  | There are 20 'official' layers in blender. | 
					
						
							|  |  |  | A light is applied on an object only when they are in the same layer. | 
					
						
							|  |  |  | OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene. | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int	KX_BlenderRenderTools::ProcessLighting(int layer)  | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	int result = false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (layer < 0) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		DisableOpenGLLights(); | 
					
						
							|  |  |  | 		result = false; | 
					
						
							|  |  |  | 	} else | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		if (m_clientobject) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			if (applyLights(layer)) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				EnableOpenGLLights(); | 
					
						
							|  |  |  | 				result = true; | 
					
						
							|  |  |  | 			} else | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				DisableOpenGLLights(); | 
					
						
							|  |  |  | 				result = false; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return result; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	m_clientobject = NULL; | 
					
						
							|  |  |  | 	m_lastblenderobject = NULL; | 
					
						
							|  |  |  | 	m_lastblenderlights = false; | 
					
						
							|  |  |  | 	m_lastlayer = -1; | 
					
						
							|  |  |  | 	m_lastlighting = false; | 
					
						
							|  |  |  | 	m_modified = true; | 
					
						
							|  |  |  | 	DisableOpenGLLights(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED || | 
					
						
							|  |  |  | 		objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		// rotate the billboard/halo
 | 
					
						
							|  |  |  | 		//page 360/361 3D Game Engine Design, David Eberly for a discussion
 | 
					
						
							|  |  |  | 		// on screen aligned and axis aligned billboards
 | 
					
						
							|  |  |  | 		// assumed is that the preprocessor transformed all billboard polygons
 | 
					
						
							|  |  |  | 		// so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
 | 
					
						
							|  |  |  | 		// when new parenting for objects is done, this rotation
 | 
					
						
							|  |  |  | 		// will be moved into the object
 | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 		MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]); | 
					
						
							|  |  |  | 		MT_Point3 campos = rasty->GetCameraPosition(); | 
					
						
							|  |  |  | 		MT_Vector3 dir = (campos - objpos).safe_normalized(); | 
					
						
							|  |  |  | 		MT_Vector3 up(0,0,1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; | 
					
						
							|  |  |  | 		// get scaling of halo object
 | 
					
						
							|  |  |  | 		MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale(); | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 		bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
 | 
					
						
							|  |  |  | 		if (screenaligned) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			up = (up - up.dot(dir) * dir).safe_normalized(); | 
					
						
							|  |  |  | 		} else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			dir = (dir - up.dot(dir)*up).safe_normalized(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		MT_Vector3 left = dir.normalized(); | 
					
						
							|  |  |  | 		dir = (left.cross(up)).normalized(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// we have calculated the row vectors, now we keep
 | 
					
						
							|  |  |  | 		// local scaling into account:
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		left *= size[0]; | 
					
						
							|  |  |  | 		dir  *= size[1]; | 
					
						
							|  |  |  | 		up   *= size[2]; | 
					
						
							|  |  |  | 		double maat[16]={ | 
					
						
							|  |  |  | 			left[0], left[1],left[2], 0, | 
					
						
							|  |  |  | 				dir[0], dir[1],dir[2],0, | 
					
						
							|  |  |  | 				up[0],up[1],up[2],0, | 
					
						
							|  |  |  | 				0,0,0,1}; | 
					
						
							|  |  |  | 			glTranslated(objpos[0],objpos[1],objpos[2]); | 
					
						
							|  |  |  | 			glMultMatrixd(maat); | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 	} else | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		if (objectdrawmode & RAS_IPolyMaterial::SHADOW) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			// shadow must be cast to the ground, physics system needed here!
 | 
					
						
							|  |  |  | 			KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; | 
					
						
							|  |  |  | 			MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); | 
					
						
							|  |  |  | 			MT_Vector3 direction = MT_Vector3(0,0,-1); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			direction.normalize(); | 
					
						
							|  |  |  | 			direction *= 100000; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			MT_Point3 topoint = frompoint + direction; | 
					
						
							|  |  |  | 			MT_Point3 resultpoint; | 
					
						
							|  |  |  | 			MT_Vector3 resultnormal; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			//todo:
 | 
					
						
							|  |  |  | 			//use physics abstraction
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			//SM_Scene* scene = (SM_Scene*) m_auxilaryClientInfo;
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			//SM_Object* hitObj = scene->rayTest(gameobj->GetSumoObject(),frompoint,topoint,
 | 
					
						
							|  |  |  | 			//									 resultpoint, resultnormal);
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			if (0) //hitObj)
 | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]); | 
					
						
							|  |  |  | 				MT_Vector3 dir = -(left.cross(resultnormal)).normalized(); | 
					
						
							|  |  |  | 				left = (dir.cross(resultnormal)).normalized(); | 
					
						
							|  |  |  | 				// for the up vector, we take the 'resultnormal' returned by the physics
 | 
					
						
							|  |  |  | 				 | 
					
						
							|  |  |  | 				double maat[16]={ | 
					
						
							|  |  |  | 					left[0], left[1],left[2], 0, | 
					
						
							|  |  |  | 					dir[0], dir[1],dir[2],0, | 
					
						
							|  |  |  | 					resultnormal[0],resultnormal[1],resultnormal[2],0, | 
					
						
							|  |  |  | 					0,0,0,1}; | 
					
						
							|  |  |  | 				glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]); | 
					
						
							|  |  |  | 				glMultMatrixd(maat); | 
					
						
							|  |  |  | 					//	glMultMatrixd(oglmatrix);
 | 
					
						
							|  |  |  | 			} else | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				glMultMatrixd(oglmatrix); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 		} else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// 'normal' object
 | 
					
						
							|  |  |  | 			glMultMatrixd(oglmatrix); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  | Render Text renders text into a (series of) polygon, using a texture font, | 
					
						
							|  |  |  | Each character consists of one polygon (one quad or two triangles) | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | void	KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 	STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	KX_BlenderPolyMaterial* blenderpoly = (KX_BlenderPolyMaterial*)polymat; | 
					
						
							|  |  |  | 	struct TFace* tface = blenderpoly->GetTFace(); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	BL_RenderText( mode,mytext,mytext.Length(),tface,v1,v2,v3,v4); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | KX_BlenderRenderTools::~KX_BlenderRenderTools() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | void	KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | void KX_BlenderRenderTools::DisableOpenGLLights() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	glDisable(GL_LIGHTING); | 
					
						
							|  |  |  | 	glDisable(GL_COLOR_MATERIAL); | 
					
						
							|  |  |  | #ifndef SLOWPAINT
 | 
					
						
							|  |  |  | 	glDisableClientState(GL_NORMAL_ARRAY); | 
					
						
							|  |  |  | #endif //SLOWPAINT
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | void KX_BlenderRenderTools::EnableOpenGLLights() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	glEnable(GL_LIGHTING); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE); | 
					
						
							|  |  |  | 	glEnable(GL_COLOR_MATERIAL); | 
					
						
							|  |  |  | #ifndef SLOWPAINT
 | 
					
						
							|  |  |  | 	glEnableClientState(GL_NORMAL_ARRAY); | 
					
						
							|  |  |  | #endif //SLOWPAINT
 | 
					
						
							|  |  |  | 	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, false); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * Rendering text using 2D bitmap functionality.   | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, | 
					
						
							|  |  |  | 										 const char* text, | 
					
						
							|  |  |  | 										 int xco, | 
					
						
							|  |  |  | 										 int yco,									  | 
					
						
							|  |  |  | 										 int width, | 
					
						
							|  |  |  | 										 int height) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	switch (mode) { | 
					
						
							|  |  |  | 	case RAS_IRenderTools::RAS_TEXT_PADDED: { | 
					
						
							|  |  |  | 		STR_String tmpstr(text); | 
					
						
							|  |  |  | 		BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height); | 
					
						
							|  |  |  | 		break; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	default: { | 
					
						
							|  |  |  | 		STR_String tmpstr(text); | 
					
						
							|  |  |  | 		BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void KX_BlenderRenderTools::PushMatrix() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	glPushMatrix(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void KX_BlenderRenderTools::PopMatrix() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	glPopMatrix(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int	KX_BlenderRenderTools::applyLights(int objectlayer) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | // taken from blender source, incompatibility between Blender Object / GameObject	
 | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	int count; | 
					
						
							|  |  |  | 	float vec[4]; | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 	vec[3]= 1.0; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	for(count=0; count<8; count++) | 
					
						
							|  |  |  | 		glDisable((GLenum)(GL_LIGHT0+count)); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	count= 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//std::vector<struct	RAS_LightObject*> m_lights;
 | 
					
						
							|  |  |  | 	std::vector<struct	RAS_LightObject*>::iterator lit = m_lights.begin(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	for (lit = m_lights.begin(); !(lit==m_lights.end()); ++lit) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		RAS_LightObject* lightdata = (*lit); | 
					
						
							|  |  |  | 		if (lightdata->m_layer & objectlayer) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			glPushMatrix(); | 
					
						
							|  |  |  | 			glLoadMatrixf(m_viewmat); | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			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, la->att2/(la->dist*la->dist)); 
 | 
					
						
							|  |  |  | 				 | 
					
						
							|  |  |  | 				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); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			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);  | 
					
						
							|  |  |  | 			glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec); | 
					
						
							|  |  |  | 			glEnable((GLenum)(GL_LIGHT0+count)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			glPopMatrix(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			count++; | 
					
						
							|  |  |  | 			if(count>7)  | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return count; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial( | 
					
						
							|  |  |  | 		const STR_String &texname, | 
					
						
							|  |  |  | 		bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,int transparant,int lightlayer | 
					
						
							|  |  |  | 		,bool bIsTriangle,void* clientobject,void* tface) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return new KX_BlenderPolyMaterial( | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		texname, | 
					
						
							|  |  |  | 		ba,matname,tile,tilexrep,tileyrep,mode,transparant,lightlayer | 
					
						
							|  |  |  | 		,bIsTriangle,clientobject,(struct TFace*)tface); | 
					
						
							|  |  |  | } |