本文整理汇总了C++中KX_LightObject类的典型用法代码示例。如果您正苦于以下问题:C++ KX_LightObject类的具体用法?C++ KX_LightObject怎么用?C++ KX_LightObject使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了KX_LightObject类的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: glDisable
int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
// taken from blender source, incompatibility between Blender Object / GameObject
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
float glviewmat[16];
unsigned int count;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
for(count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
viewmat.getValue(glviewmat);
glPushMatrix();
glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
if(kxlight->ApplyLight(kxscene, objectlayer, count))
count++;
}
glPopMatrix();
return count;
}
示例2: GPU_lamp_from_blender
GPULamp *RAS_OpenGLLight::GetGPULamp()
{
KX_LightObject* kxlight = (KX_LightObject*)m_light;
if (m_glsl)
return GPU_lamp_from_blender(kxlight->GetScene()->GetBlenderScene(), kxlight->GetBlenderObject(), kxlight->GetBlenderGroupObject());
else
return NULL;
}
示例3: KX_LightObject
CValue* KX_LightObject::GetReplica()
{
KX_LightObject* replica = new KX_LightObject(*this);
replica->ProcessReplica();
replica->m_lightobj.m_light = replica;
m_rendertools->AddLight(&replica->m_lightobj);
return replica;
}
示例4: glDisable
void RAS_OpenGLRasterizer::ProcessLighting(bool uselights, const MT_Transform& viewmat)
{
bool enable = false;
int layer= -1;
/* find the layer */
if (uselights) {
if (m_clientobject)
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
}
/* avoid state switching */
if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
m_lastauxinfo = m_auxilaryClientInfo;
/* enable/disable lights as needed */
if (layer >= 0) {
//enable = ApplyLights(layer, viewmat);
// taken from blender source, incompatibility between Blender Object / GameObject
KX_Scene* kxscene = (KX_Scene*)m_auxilaryClientInfo;
float glviewmat[16];
unsigned int count;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
for (count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
viewmat.getValue(glviewmat);
glPushMatrix();
glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
if (kxlight->ApplyLight(kxscene, layer, count))
count++;
}
glPopMatrix();
enable = count > 0;
}
if (enable)
EnableOpenGLLights();
else
DisableOpenGLLights();
}
示例5:
RAS_OpenGLLight::~RAS_OpenGLLight()
{
GPULamp *lamp;
KX_LightObject *kxlight = (KX_LightObject *)m_light;
Lamp *la = (Lamp *)kxlight->GetBlenderObject()->data;
if ((lamp = GetGPULamp())) {
float obmat[4][4] = {{0}};
GPU_lamp_update(lamp, 0, 0, obmat);
GPU_lamp_update_distance(lamp, la->dist, la->att1, la->att2, la->coeff_const, la->coeff_lin, la->coeff_quad);
GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
}
}
示例6: KX_LightObject
CValue* KX_LightObject::GetReplica()
{
KX_LightObject* replica = new KX_LightObject(*this);
replica->ProcessReplica();
replica->m_lightobj = m_lightobj->Clone();
replica->m_lightobj->m_light = replica;
m_rasterizer->AddLight(replica->m_lightobj);
if (m_base)
m_base = NULL;
return replica;
}
示例7: printf
Image *RAS_OpenGLLight::GetTextureImage(short texslot)
{
KX_LightObject *kxlight = (KX_LightObject *)m_light;
Lamp *la = (Lamp *)kxlight->GetBlenderObject()->data;
if (texslot >= MAX_MTEX || texslot < 0) {
printf("KX_LightObject::GetTextureImage(): texslot exceeds slot bounds (0-%d)\n", MAX_MTEX - 1);
return NULL;
}
if (la->mtex[texslot])
return la->mtex[texslot]->tex->ima;
return NULL;
}
示例8: pyattr_set_layer
int KX_LightObject::pyattr_set_layer(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
int layer = PyLong_AsLong(value);
if (layer == -1 && PyErr_Occurred()) {
PyErr_Format(PyExc_TypeError, "expected an integer for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
if (layer < 1) {
PyErr_Format(PyExc_TypeError, "expected an integer greater than 1 for attribute \"%s\"", attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
else if(layer > MAX_LIGHT_LAYERS) {
PyErr_Format(PyExc_TypeError, "expected an integer less than %i for attribute \"%s\"", MAX_LIGHT_LAYERS, attrdef->m_name);
return PY_SET_ATTR_FAIL;
}
self->SetLayer(layer);
return PY_SET_ATTR_SUCCESS;
}
示例9: Update
void RAS_OpenGLLight::Update()
{
GPULamp *lamp;
KX_LightObject* kxlight = (KX_LightObject*)m_light;
if ((lamp = GetGPULamp()) != NULL && kxlight->GetSGNode()) {
float obmat[4][4];
// lights don't get their openGL matrix updated, do it now
if (kxlight->GetSGNode()->IsDirty())
kxlight->GetOpenGLMatrix();
float *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
for (int i=0; i<4; i++)
for (int j=0; j<4; j++, dobmat++)
obmat[i][j] = (float)*dobmat;
GPU_lamp_update(lamp, m_layer, 0, obmat);
GPU_lamp_update_colors(lamp, m_color[0], m_color[1],
m_color[2], m_energy);
GPU_lamp_update_distance(lamp, m_distance, m_att1, m_att2);
GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
}
}
示例10: RenderShadowBuffers
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
{
CListValue *lightlist = scene->GetLightList();
int i, drawmode;
m_rendertools->SetAuxilaryClientInfo(scene);
for(i=0; i<lightlist->GetCount(); i++) {
KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
KX_LightObject *light = (KX_LightObject*)gameobj;
light->Update();
if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
/* make temporary camera */
RAS_CameraData camdata = RAS_CameraData();
KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true);
cam->SetName("__shadow__cam__");
MT_Transform camtrans;
/* switch drawmode for speed */
drawmode = m_rasterizer->GetDrawingMode();
m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);
/* binds framebuffer object, sets up camera .. */
light->BindShadowBuffer(m_rasterizer, cam, camtrans);
/* update scene */
scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer());
/* render */
m_rasterizer->ClearDepthBuffer();
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
/* unbind framebuffer object, restore drawmode, free camera */
light->UnbindShadowBuffer(m_rasterizer);
m_rasterizer->SetDrawingMode(drawmode);
cam->Release();
}
}
}
示例11: ApplyFixedFunctionLighting
bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot)
{
KX_Scene *lightscene = (KX_Scene *)m_scene;
KX_LightObject *kxlight = (KX_LightObject *)m_light;
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_layer & oblayer))
return false;
/* only use lights in the same scene, and in a visible layer */
if (kxscene != lightscene || !(m_layer & scenelayer))
return false;
// lights don't get their openGL matrix updated, do it now
if (kxlight->GetSGNode()->IsDirty())
kxlight->GetOpenGLMatrix();
MT_CmMatrix4x4& worldmatrix = *kxlight->GetOpenGLMatrixPtr();
vec[0] = worldmatrix(0, 3);
vec[1] = worldmatrix(1, 3);
vec[2] = worldmatrix(2, 3);
vec[3] = 1.0f;
if (m_type == RAS_ILightObject::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] = 0.0f;
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, 1.0f);
glLightf((GLenum)(GL_LIGHT0 + slot), GL_LINEAR_ATTENUATION, m_att1 / m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
glLightf((GLenum)(GL_LIGHT0 + slot), GL_QUADRATIC_ATTENUATION, m_att2 / (m_distance * m_distance));
if (m_type == RAS_ILightObject::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_spotsize / 2.0f);
glLightf((GLenum)(GL_LIGHT0 + slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
}
else {
glLightf((GLenum)(GL_LIGHT0 + slot), GL_SPOT_CUTOFF, 180.0f);
}
}
if (m_nodiffuse) {
vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else {
vec[0] = m_energy * m_color[0];
vec[1] = m_energy * m_color[1];
vec[2] = m_energy * m_color[2];
vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0 + slot), GL_DIFFUSE, vec);
if (m_nospecular) {
vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else if (m_nodiffuse) {
vec[0] = m_energy * m_color[0];
vec[1] = m_energy * m_color[1];
vec[2] = m_energy * m_color[2];
vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0 + slot), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0 + slot));
return true;
}
示例12: Texture_init
// Texture object initialization
static int Texture_init(Texture *self, PyObject *args, PyObject *kwds)
{
// parameters - game object with video texture
PyObject *obj = NULL;
// material ID
short matID = 0;
// texture ID
short texID = 0;
// texture object with shared texture ID
Texture * texObj = NULL;
static const char *kwlist[] = {"gameObj", "materialID", "textureID", "textureObj", NULL};
// get parameters
if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|hhO!",
const_cast<char**>(kwlist), &obj, &matID, &texID, &TextureType,
&texObj))
return -1;
// if parameters are available
if (obj != NULL)
{
// process polygon material or blender material
try
{
// get pointer to texture image
RAS_IPolyMaterial * mat = getMaterial(obj, matID);
KX_LightObject * lamp = getLamp(obj);
if (mat != NULL)
{
// is it blender material or polygon material
if (mat->GetFlag() & RAS_BLENDERGLSL)
{
self->m_imgTexture = static_cast<KX_BlenderMaterial*>(mat)->getImage(texID);
self->m_useMatTexture = false;
} else
{
// get blender material texture
self->m_matTexture = static_cast<KX_BlenderMaterial*>(mat)->getTex(texID);
self->m_useMatTexture = true;
}
}
else if (lamp != NULL)
{
self->m_imgTexture = lamp->GetLightData()->GetTextureImage(texID);
self->m_useMatTexture = false;
}
// check if texture is available, if not, initialization failed
if (self->m_imgTexture == NULL && self->m_matTexture == NULL)
// throw exception if initialization failed
THRWEXCP(MaterialNotAvail, S_OK);
// if texture object is provided
if (texObj != NULL)
{
// copy texture code
self->m_actTex = texObj->m_actTex;
self->m_mipmap = texObj->m_mipmap;
if (texObj->m_source != NULL)
Texture_setSource(self, reinterpret_cast<PyObject*>(texObj->m_source), NULL);
}
else
// otherwise generate texture code
glGenTextures(1, (GLuint*)&self->m_actTex);
}
catch (Exception & exp)
{
exp.report();
return -1;
}
}
// initialization succeded
return 0;
}