Commit: df9d6737b912b71fb91579b43ea6c7786d88f803
Author: Mitchell Stokes
Date:   Thu Mar 27 22:32:06 2014 -0700
https://developer.blender.org/rBdf9d6737b912b71fb91579b43ea6c7786d88f803

BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject

The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.

===================================================================

M       source/gameengine/Converter/BL_BlenderDataConversion.cpp
M       source/gameengine/Ketsji/KX_KetsjiEngine.cpp
M       source/gameengine/Ketsji/KX_Light.cpp
M       source/gameengine/Ketsji/KX_Light.h
M       source/gameengine/Ketsji/KX_LightIpoSGController.cpp
M       source/gameengine/Ketsji/KX_LightIpoSGController.h
M       source/gameengine/Ketsji/KX_Scene.cpp
M       source/gameengine/Rasterizer/CMakeLists.txt
A       source/gameengine/Rasterizer/RAS_ILightObject.h
M       source/gameengine/Rasterizer/RAS_IRasterizer.h
D       source/gameengine/Rasterizer/RAS_LightObject.h
M       source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
A       source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
A       source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h
M       
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M       source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
M       source/gameengine/VideoTexture/Texture.cpp

===================================================================

diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp 
b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 8779cdd..e604b7b 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -68,6 +68,8 @@
 #include "KX_GameObject.h"
 #include "RAS_FramingManager.h"
 #include "RAS_MeshObject.h"
+#include "RAS_IRasterizer.h"
+#include "RAS_ILightObject.h"
 
 #include "KX_ConvertActuators.h"
 #include "KX_ConvertControllers.h"
@@ -1767,22 +1769,22 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* 
gameobj,
 
 static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int 
layerflag, KX_Scene *kxscene, RAS_IRasterizer *rasterizer, 
KX_BlenderSceneConverter *converter)
 {
-       RAS_LightObject lightobj;
+       RAS_ILightObject *lightobj = rasterizer->CreateLight();
        KX_LightObject *gamelight;
        
-       lightobj.m_att1 = la->att1;
-       lightobj.m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
-       lightobj.m_red = la->r;
-       lightobj.m_green = la->g;
-       lightobj.m_blue = la->b;
-       lightobj.m_distance = la->dist;
-       lightobj.m_energy = la->energy;
-       lightobj.m_layer = layerflag;
-       lightobj.m_spotblend = la->spotblend;
-       lightobj.m_spotsize = la->spotsize;
+       lightobj->m_att1 = la->att1;
+       lightobj->m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
+       lightobj->m_color[0] = la->r;
+       lightobj->m_color[1] = la->g;
+       lightobj->m_color[2] = la->b;
+       lightobj->m_distance = la->dist;
+       lightobj->m_energy = la->energy;
+       lightobj->m_layer = layerflag;
+       lightobj->m_spotblend = la->spotblend;
+       lightobj->m_spotsize = la->spotsize;
        
-       lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
-       lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0;
+       lightobj->m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
+       lightobj->m_nospecular = (la->mode & LA_NO_SPEC) != 0;
        
        bool glslmat = converter->GetGLSLMaterials();
 
@@ -1790,18 +1792,18 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, 
Lamp *la, unsigned int l
        if (glslmat==0) {
                if (la->mode & LA_NEG)
                {
-                       lightobj.m_red = -lightobj.m_red;
-                       lightobj.m_green = -lightobj.m_green;
-                       lightobj.m_blue = -lightobj.m_blue;
+                       lightobj->m_color[0] = -lightobj->m_color[0];
+                       lightobj->m_color[1] = -lightobj->m_color[1];
+                       lightobj->m_color[2] = -lightobj->m_color[2];
                }
        }
                
        if (la->type==LA_SUN) {
-               lightobj.m_type = RAS_LightObject::LIGHT_SUN;
+               lightobj->m_type = RAS_ILightObject::LIGHT_SUN;
        } else if (la->type==LA_SPOT) {
-               lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
+               lightobj->m_type = RAS_ILightObject::LIGHT_SPOT;
        } else {
-               lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
+               lightobj->m_type = RAS_ILightObject::LIGHT_NORMAL;
        }
 
        gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, 
rasterizer,
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 
b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 1bcfc4c..231590c 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -49,6 +49,7 @@
 #include "RAS_Rect.h"
 #include "RAS_IRasterizer.h"
 #include "RAS_ICanvas.h"
+#include "RAS_ILightObject.h"
 #include "MT_Vector3.h"
 #include "MT_Transform.h"
 #include "SCA_IInputDevice.h"
@@ -1156,10 +1157,11 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene 
*scene)
                KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
 
                KX_LightObject *light = (KX_LightObject*)gameobj;
+               RAS_ILightObject *raslight = light->GetLightData();
 
-               light->Update();
+               raslight->Update();
 
-               if (m_rasterizer->GetDrawingMode() == 
RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
+               if (m_rasterizer->GetDrawingMode() == 
RAS_IRasterizer::KX_TEXTURED && raslight->HasShadowBuffer()) {
                        /* make temporary camera */
                        RAS_CameraData camdata = RAS_CameraData();
                        KX_Camera *cam = new KX_Camera(scene, 
scene->m_callbacks, camdata, true, true);
@@ -1172,10 +1174,10 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene 
*scene)
                        
m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);
 
                        /* binds framebuffer object, sets up camera .. */
-                       light->BindShadowBuffer(m_rasterizer, m_canvas, cam, 
camtrans);
+                       raslight->BindShadowBuffer(m_canvas, cam, camtrans);
 
                        /* update scene */
-                       scene->CalculateVisibleMeshes(m_rasterizer, cam, 
light->GetShadowLayer());
+                       scene->CalculateVisibleMeshes(m_rasterizer, cam, 
raslight->GetShadowLayer());
 
                        /* render */
                        m_rasterizer->ClearDepthBuffer();
@@ -1183,7 +1185,7 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
                        scene->RenderBuckets(camtrans, m_rasterizer);
 
                        /* unbind framebuffer object, restore drawmode, free 
camera */
-                       light->UnbindShadowBuffer(m_rasterizer);
+                       raslight->UnbindShadowBuffer();
                        m_rasterizer->SetDrawingMode(drawmode);
                        cam->Release();
                }
diff --git a/source/gameengine/Ketsji/KX_Light.cpp 
b/source/gameengine/Ketsji/KX_Light.cpp
index 20db6d2..8813831 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -35,12 +35,11 @@
 
 #include <stdio.h>
 
-#include "GL/glew.h"
-
 #include "KX_Light.h"
 #include "KX_Camera.h"
 #include "RAS_IRasterizer.h"
 #include "RAS_ICanvas.h"
+#include "RAS_ILightObject.h"
 
 #include "KX_PyMath.h"
 
@@ -56,16 +55,16 @@
 
 KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
                                RAS_IRasterizer* rasterizer,
-                               const RAS_LightObject&  lightobj,
+                               RAS_ILightObject* lightobj,
                                bool glsl)
        : KX_GameObject(sgReplicationInfo,callbacks),
          m_rasterizer(rasterizer)
 {
        m_lightobj = lightobj;
-       m_lightobj.m_scene = sgReplicationInfo;
-       m_lightobj.m_light = this;
-       m_rasterizer->AddLight(&m_lightobj);
-       m_glsl = glsl;
+       m_lightobj->m_scene = sgReplicationInfo;
+       m_lightobj->m_light = this;
+       m_rasterizer->AddLight(m_lightobj);
+       m_lightobj->m_glsl = glsl;
        m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
        m_base = NULL;
 };
@@ -73,18 +72,11 @@ KX_LightObject::KX_LightObject(void* 
sgReplicationInfo,SG_Callbacks callbacks,
 
 KX_LightObject::~KX_LightObject()
 {
-       GPULamp *lamp;
-       Lamp *la = (Lamp*)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);
-               GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
+       if (m_lightobj) {
+               m_rasterizer->RemoveLight(m_lightobj);
+               delete(m_lightobj);
        }
 
-       m_rasterizer->RemoveLight(&m_lightobj);
-
        if (m_base) {
                BKE_scene_base_unlink(m_blenderscene, m_base);
                MEM_freeN(m_base);
@@ -99,225 +91,25 @@ CValue*            KX_LightObject::GetReplica()
 
        replica->ProcessReplica();
        
-       replica->m_lightobj.m_light = replica;
-       m_rasterizer->AddLight(&replica->m_lightobj);
+       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;
 }
 
-bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
-{
-       KX_Scene* lightscene = (KX_Scene*)m_lightobj.m_scene;
-       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_lightobj.m_layer & oblayer))
-               return false;
-       /* only use lights in the same scene, and in a visible layer */
-       if (kxscene != lightscene || !(m_lightobj.m_layer & scenelayer))
-               return false;
-
-       // lights don't get their openGL matrix updated, do it now
-       if (GetSGNode()->IsDirty())
-               GetOpenGLMatrix();
-
-       MT_CmMatrix4x4& worldmatrix= *GetOpenGLMatrixPtr();
-
-       vec[0] = worldmatrix(0,3);
-       vec[1] = worldmatrix(1,3);
-       vec[2] = worldmatrix(2,3);
-       vec[3] = 1.0f;
-
-       if (m_lightobj.m_type==RAS_LightObject::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] = 0.0;
-               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, 
1.0);
-               glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, 
m_lightobj.m_att1/m_lightobj.m_distance);
-               // without this next line it looks backward compatible.
-               //attennuation still is acceptable 
-               glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, 
m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance)); 
-               
-               if (m_lightobj.m_type==RAS_LightObject::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, 
RAD2DEGF(m_lightobj.m_spotsize * 0.5f));
-                       glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 
128.0f * m_lightobj.m_spotblend);
-               }
-               else {
-                       glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 
180.0);
-               }
-       }
-       
-       if (m_lightobj.m_nodiffuse) {
-               vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
-       }
-       else {
-               vec[0] = m_lightobj.m_energy*m_lightobj.m_red;
-               vec[1] = m_lightobj.m_energy*m_lightobj.m_green;
-               vec[2] = m_lightobj.m_energy*m_lightobj.m_blue;
-               vec[3] = 1.0;
-       }
-
-       glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
-       if (m_lightobj.m_nospecular)
-       {
-               vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
-       }
-       else if (m_lightobj.m_nodiffuse) {
-               vec[0] = m_lightobj.m_energy*m_lightobj.m_red;
-               vec[1] = m_lightobj.m_energy*m_lightobj.m_green;
-               vec[2] = m_lightobj.m_energy*m_lightobj.m_blue;
-               vec[3] = 1.0;
-       }
-
-       glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
-       glEnable((GLenum)(GL_LIGHT0+slot));
-
-       return true;
-}
-
-GPULamp *KX_LightObject::GetGPULamp()
-{
-       if (m_glsl)
-               return GPU_lamp_from_blender(m_blenderscene, GetBlend

@@ Diff output truncated at 10240 characters. @@

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