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authorCampbell Barton <ideasman42@gmail.com>2019-02-27 02:46:48 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-27 03:03:16 +0300
commit3051e2f4ae8fd3e72a43dd1e5d40893d0efec500 (patch)
tree6de62ee531c71705a8d86592770d26f8ecb75d1f /source/blender/draw/engines/eevee/eevee_lights.c
parentce104ca89643c4b0e6358fd22a2b056ecd603e62 (diff)
DNA: rename Lamp -> Light
- BKE_lamp -> BKE_light - Main.lamp -> light
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c26
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 07b5ffcb9d3..34a653c8f9c 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -55,7 +55,7 @@ extern char datatoc_concentric_samples_lib_glsl[];
/* Prototypes */
static void eevee_light_setup(Object *ob, EEVEE_Light *evli);
-static float light_attenuation_radius_get(Lamp *la, float light_threshold);
+static float light_attenuation_radius_get(Light *la, float light_threshold);
/* *********** LIGHT BITS *********** */
static void lightbits_set_single(EEVEE_LightBits *bitf, uint idx, bool val)
@@ -342,7 +342,7 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
printf("Too many lights in the scene !!!\n");
}
else {
- Lamp *la = (Lamp *)ob->data;
+ Light *la = (Light *)ob->data;
EEVEE_Light *evli = linfo->light_data + linfo->num_light;
eevee_light_setup(ob, evli);
@@ -591,7 +591,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_lights_update(sldata, vedata);
}
-float light_attenuation_radius_get(Lamp *la, float light_threshold)
+float light_attenuation_radius_get(Light *la, float light_threshold)
{
if (la->mode & LA_CUSTOM_ATTENUATION) {
return la->att_dist;
@@ -607,7 +607,7 @@ float light_attenuation_radius_get(Lamp *la, float light_threshold)
return distance;
}
-static void light_shape_parameters_set(EEVEE_Light *evli, const Lamp *la, float scale[3])
+static void light_shape_parameters_set(EEVEE_Light *evli, const Light *la, float scale[3])
{
if (la->type == LA_SPOT) {
/* Spot size & blend */
@@ -631,7 +631,7 @@ static void light_shape_parameters_set(EEVEE_Light *evli, const Lamp *la, float
}
}
-static float light_shape_power_get(const Lamp *la, const EEVEE_Light *evli)
+static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
{
float power;
/* Make illumination power constant */
@@ -662,7 +662,7 @@ static float light_shape_power_get(const Lamp *la, const EEVEE_Light *evli)
/* Update buffer with lamp data */
static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
{
- Lamp *la = (Lamp *)ob->data;
+ Light *la = (Light *)ob->data;
float mat[4][4], scale[3], power, att_radius;
const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -695,7 +695,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
light_shape_parameters_set(evli, la, scale);
- /* Lamp Type */
+ /* Light Type */
evli->lamptype = (float)la->type;
if ((la->type == LA_AREA) && ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
evli->lamptype = LAMPTYPE_AREA_ELLIPSE;
@@ -777,7 +777,7 @@ static void sample_ellipse(
static void shadow_cube_random_position_set(
- EEVEE_Light *evli, Lamp *la,
+ EEVEE_Light *evli, Light *la,
int sample_ofs,
float ws_sample_pos[3])
{
@@ -815,7 +815,7 @@ static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_La
EEVEE_Light *evli = linfo->light_data + sh_data->light_id;
EEVEE_Shadow *ubo_data = linfo->shadow_data + sh_data->shadow_id;
EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + sh_data->cube_id;
- Lamp *la = (Lamp *)ob->data;
+ Light *la = (Light *)ob->data;
copy_v3_v3(cube_data->position, ob->obmat[3]);
@@ -912,7 +912,7 @@ static void eevee_shadow_cascade_setup(
Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led,
DRWMatrixState *saved_mats, float view_near, float view_far, int sample_ofs)
{
- Lamp *la = (Lamp *)ob->data;
+ Light *la = (Light *)ob->data;
/* Camera Matrices */
float (*persinv)[4] = saved_mats->mat[DRW_MAT_PERSINV];
@@ -1231,7 +1231,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Precompute all shadow/view test before rendering and trashing the culling cache. */
bool cube_visible[MAX_SHADOW_CUBE];
for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
- Lamp *la = (Lamp *)ob->data;
+ Light *la = (Light *)ob->data;
BoundSphere bsphere = {
.center = {ob->obmat[3][0], ob->obmat[3][1], ob->obmat[3][2]},
.radius = light_attenuation_radius_get(la, light_threshold),
@@ -1259,7 +1259,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Render each shadow to one layer of the array */
for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
- Lamp *la = (Lamp *)ob->data;
+ Light *la = (Light *)ob->data;
if (!led->need_update || !cube_visible[i]) {
continue;
@@ -1372,7 +1372,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
- Lamp *la = (Lamp *)ob->data;
+ Light *la = (Light *)ob->data;
EEVEE_ShadowCascadeData *evscd = &led->data.scad;
EEVEE_ShadowRender *srd = &linfo->shadow_render_data;