Revision: 49510
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=49510
Author:   jwilkins
Date:     2012-08-02 18:55:00 +0000 (Thu, 02 Aug 2012)
Log Message:
-----------
Some glLight functions remained in KX_Light.cpp

Modified Paths:
--------------
    branches/soc-2012-swiss_cheese/source/gameengine/Ketsji/KX_Light.cpp

Modified: branches/soc-2012-swiss_cheese/source/gameengine/Ketsji/KX_Light.cpp
===================================================================
--- branches/soc-2012-swiss_cheese/source/gameengine/Ketsji/KX_Light.cpp        
2012-08-02 18:51:16 UTC (rev 49509)
+++ branches/soc-2012-swiss_cheese/source/gameengine/Ketsji/KX_Light.cpp        
2012-08-02 18:55:00 UTC (rev 49510)
@@ -34,8 +34,6 @@
 #pragma warning (disable : 4786)
 #endif
 
-#include <GL/glew.h>
-
 #include "KX_Light.h"
 #include "KX_Camera.h"
 #include "RAS_IRasterizer.h"
@@ -46,8 +44,11 @@
 #include "DNA_object_types.h"
 #include "DNA_scene_types.h"
 #include "DNA_lamp_types.h"
+
+#include "GPU_compatibility.h"
+#include "GPU_colors.h"
 #include "GPU_material.h"
- 
+
 KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
                                                           class 
RAS_IRenderTools* rendertools,
                                                           const 
RAS_LightObject&       lightobj,
@@ -126,16 +127,16 @@
                //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); 
+               gpuLightfv(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);
+               gpuLightfv(slot, GL_POSITION, vec); 
+               gpuLightf(slot, GL_CONSTANT_ATTENUATION, 1.0);
+               gpuLightf(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)); 
+               gpuLightf(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);
@@ -144,12 +145,12 @@
                        //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_lightobj.m_spotsize/2.0);
-                       glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 
128.0*m_lightobj.m_spotblend);
+                       gpuLightfv(slot, GL_SPOT_DIRECTION, vec);
+                       gpuLightf(slot, GL_SPOT_CUTOFF, 
m_lightobj.m_spotsize/2.0);
+                       gpuLightf(slot, GL_SPOT_EXPONENT, 
128.0*m_lightobj.m_spotblend);
                }
                else
-                       glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 
180.0);
+                       gpuLightf(slot, GL_SPOT_CUTOFF, 180.0);
        }
        
        if (m_lightobj.m_nodiffuse) {
@@ -162,7 +163,7 @@
                vec[3]= 1.0;
        }
 
-       glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
+       gpuLightfv(slot, GL_DIFFUSE, vec);
        if (m_lightobj.m_nospecular)
        {
                vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
@@ -174,8 +175,8 @@
                vec[3]= 1.0;
        }
 
-       glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
-       glEnable((GLenum)(GL_LIGHT0+slot));
+       gpuLightfv(slot, GL_SPECULAR, vec);
+       gpuEnableLight(slot);
 
        return true;
 }

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