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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/gpu/GPU_material.h
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/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 3bcc7e23f06..f150b7215e1 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -166,6 +166,9 @@ typedef enum GPUDynamicType {
GPU_DYNAMIC_LAMP_SPOTSIZE = 10 | GPU_DYNAMIC_GROUP_LAMP,
GPU_DYNAMIC_LAMP_SPOTBLEND = 11 | GPU_DYNAMIC_GROUP_LAMP,
GPU_DYNAMIC_LAMP_SPOTSCALE = 12 | GPU_DYNAMIC_GROUP_LAMP,
+ GPU_DYNAMIC_LAMP_COEFFCONST = 13 | GPU_DYNAMIC_GROUP_LAMP,
+ GPU_DYNAMIC_LAMP_COEFFLIN = 14 | GPU_DYNAMIC_GROUP_LAMP,
+ GPU_DYNAMIC_LAMP_COEFFQUAD = 15 | GPU_DYNAMIC_GROUP_LAMP,
GPU_DYNAMIC_SAMPLER_2DBUFFER = 1 | GPU_DYNAMIC_GROUP_SAMPLER,
GPU_DYNAMIC_SAMPLER_2DIMAGE = 2 | GPU_DYNAMIC_GROUP_SAMPLER,
@@ -318,7 +321,8 @@ float *GPU_lamp_dynpersmat(GPULamp *lamp);
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
-void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2);
+void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
+ float coeff_const, float coeff_lin, float coeff_quad);
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
int GPU_lamp_shadow_layer(GPULamp *lamp);
GPUNodeLink *GPU_lamp_get_data(