BGE #18732: Python Light options don't work with GLSL materials. Commited patch from dfelinto and moguri, thanks for the good work.

This commit is contained in:
2009-05-13 06:42:15 +00:00
parent c19baf85cc
commit 82b4975ccf
5 changed files with 25 additions and 0 deletions

View File

@@ -159,6 +159,7 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
void GPU_lamp_update(GPULamp *lamp, int lay, float obmat[][4]);
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
int GPU_lamp_shadow_layer(GPULamp *lamp);
#ifdef __cplusplus

View File

@@ -1306,6 +1306,18 @@ void GPU_lamp_update(GPULamp *lamp, int lay, float obmat[][4])
Mat4Invert(lamp->imat, mat);
}
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
{
lamp->la->energy = energy;
lamp->la->r = r;
lamp->la->g = g;
lamp->la->b = b;
lamp->col[0]= lamp->la->r*lamp->energy;
lamp->col[1]= lamp->la->g*lamp->energy;
lamp->col[2]= lamp->la->b*lamp->energy;
}
static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
{
float temp, angle, pixsize, wsize;

View File

@@ -3152,12 +3152,14 @@ typedef struct View3DShadow{
static void gpu_render_lamp_update(View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows)
{
GPULamp *lamp;
Lamp *la = (Lamp*)ob->data;
View3DShadow *shadow;
lamp = GPU_lamp_from_blender(G.scene, ob, par);
if(lamp) {
GPU_lamp_update(lamp, ob->lay, obmat);
GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow");

View File

@@ -61,6 +61,11 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
m_rendertools->AddLight(&m_lightobj);
m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
m_initialvalues[0] = lightobj.m_red;
m_initialvalues[1] = lightobj.m_green;
m_initialvalues[2] = lightobj.m_blue;
m_initialvalues[3] = lightobj.m_energy;
};
@@ -71,6 +76,8 @@ KX_LightObject::~KX_LightObject()
if((lamp = GetGPULamp())) {
float obmat[4][4] = {{0}};
GPU_lamp_update(lamp, 0, obmat);
GPU_lamp_update_colors(lamp, m_initialvalues[0], m_initialvalues[1],
m_initialvalues[2], m_initialvalues[3]);
}
m_rendertools->RemoveLight(&m_lightobj);
@@ -114,6 +121,8 @@ void KX_LightObject::Update()
obmat[i][j] = (float)*dobmat;
GPU_lamp_update(lamp, m_lightobj.m_layer, obmat);
GPU_lamp_update_colors(lamp, m_lightobj.m_red, m_lightobj.m_green,
m_lightobj.m_blue, m_lightobj.m_energy);
}
}

View File

@@ -44,6 +44,7 @@ class KX_LightObject : public KX_GameObject
Py_Header;
protected:
RAS_LightObject m_lightobj;
float m_initialvalues [4];
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
bool m_glsl;
Scene* m_blenderscene;