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authorJack Andersen <someemail@gmail.com>2016-03-13 04:00:12 +0300
committerAntony Riakiotakis <kalast@gmail.com>2016-03-13 04:05:36 +0300
commit861616bf693b78b070ada6cbc6aa79eb807fdde8 (patch)
tree4626f295c739ea7fa689e4f56d6877845eb9adf1 /source/blender/blenkernel
parent989b0e472e74869be9f170e2dafbae76d6a4ce94 (diff)
Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL. The current falloff modes use a formula like this inverse-square one: `I = E × (D^2 / (D^2 + Q × r^2))` While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients: `I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))` In this mode, the `distance` parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior. The UI has been patched like so: {F153843} Reviewers: brecht, psy-fi Reviewed By: psy-fi Subscribers: brita_, antidote, campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1194
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/lamp.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/lamp.c b/source/blender/blenkernel/intern/lamp.c
index 9601a93b1f1..49a573489ef 100644
--- a/source/blender/blenkernel/intern/lamp.c
+++ b/source/blender/blenkernel/intern/lamp.c
@@ -79,6 +79,9 @@ void BKE_lamp_init(Lamp *la)
la->adapt_thresh = 0.001f;
la->preview = NULL;
la->falloff_type = LA_FALLOFF_INVSQUARE;
+ la->coeff_const = 1.0f;
+ la->coeff_lin = 0.0f;
+ la->coeff_quad = 0.0f;
la->curfalloff = curvemapping_add(1, 0.0f, 1.0f, 1.0f, 0.0f);
la->sun_effect_type = 0;
la->horizon_brightness = 1.0;