2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
This commit is contained in:
@@ -29,6 +29,10 @@
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#include "GL/glew.h"
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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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@@ -52,6 +56,7 @@
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#include "GPC_RenderTools.h"
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unsigned int GPC_RenderTools::m_numgllights;
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GPC_RenderTools::GPC_RenderTools()
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@@ -72,6 +77,7 @@ void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
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m_clientobject = NULL;
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m_lastlightlayer = -1;
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m_lastlighting = false;
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m_lastauxinfo = NULL;
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DisableOpenGLLights();
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}
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@@ -85,25 +91,27 @@ void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
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* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
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* a scene. */
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void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
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void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, const MT_Transform& viewmat)
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{
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if(m_lastlightlayer == layer)
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bool enable = false;
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int layer= -1;
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/* find the layer */
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if(uselights) {
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if(m_clientobject)
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layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
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}
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/* avoid state switching */
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if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
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return;
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m_lastlightlayer = layer;
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m_lastauxinfo = m_auxilaryClientInfo;
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bool enable = false;
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if (layer >= 0)
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{
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if (m_clientobject)
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{
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if (layer == RAS_LIGHT_OBJECT_LAYER)
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layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
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enable = applyLights(layer, viewmat);
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}
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}
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/* enable/disable lights as needed */
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if(layer >= 0)
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enable = applyLights(layer, viewmat);
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if(enable)
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EnableOpenGLLights(rasty);
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@@ -306,28 +314,19 @@ void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Actual drawing
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unsigned char colors[2][3] = {
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{0x00, 0x00, 0x00},
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{0xFF, 0xFF, 0xFF}
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};
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int numTimes = mode == RAS_TEXT_PADDED ? 2 : 1;
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for (int i = 0; i < numTimes; i++) {
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glColor3ub(colors[i][0], colors[i][1], colors[i][2]);
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glRasterPos2i(xco, yco);
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for (p = s, lines = 0; *p; p++) {
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if (*p == '\n')
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{
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lines++;
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glRasterPos2i(xco, yco-(lines*18));
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}
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BMF_DrawCharacter(m_font, *p);
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}
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xco += 1;
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yco += 1;
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// Actual drawing (draw black first if padded)
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if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
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{
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glColor3ub(0, 0, 0);
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glRasterPos2s(xco+1, height-yco-1);
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BMF_DrawString(m_font, s);
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}
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glColor3ub(255, 255, 255);
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glRasterPos2s(xco, height-yco);
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BMF_DrawString(m_font, s);
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// Restore view settings
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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@@ -392,11 +391,16 @@ void GPC_RenderTools::PopMatrix()
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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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for(count=0; count<m_numgllights; count++)
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glDisable((GLenum)(GL_LIGHT0+count));
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@@ -411,71 +415,77 @@ 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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if (lightdata->m_layer & objectlayer)
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{
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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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KX_Scene* lightscene = (KX_Scene*)lightdata->m_scene;
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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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/* 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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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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count++;
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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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count++;
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}
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glPopMatrix();
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