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author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2013-11-25 15:58:23 +0400 |
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committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2013-11-25 17:19:47 +0400 |
commit | ab9822eff8865846d3c7ef81ff30cc35cb48ae0c (patch) | |
tree | 0955c1502f6f0327f59a3dd430c251378ba64c7c /source/blenderplayer | |
parent | 33bc6a3959b4f59f6ded304b5db06733653051cd (diff) |
Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire information such as light vector from specified Lamp.
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
Diffstat (limited to 'source/blenderplayer')
-rw-r--r-- | source/blenderplayer/bad_level_call_stubs/stubs.c | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blenderplayer/bad_level_call_stubs/stubs.c b/source/blenderplayer/bad_level_call_stubs/stubs.c index d79da3f3d6f..7ff5f83c21c 100644 --- a/source/blenderplayer/bad_level_call_stubs/stubs.c +++ b/source/blenderplayer/bad_level_call_stubs/stubs.c @@ -173,6 +173,7 @@ void modifier_skin_customdata_ensure(struct Object *ob) {STUB_ASSERT(0);} /* nodes */ struct RenderResult *RE_GetResult(struct Render *re) {STUB_ASSERT(0); return (struct RenderResult *) NULL;} struct Render *RE_GetRender(const char *name) {STUB_ASSERT(0); return (struct Render *) NULL;} +float RE_lamp_get_data(struct ShadeInput *shi, struct Object *lamp_obj, float col[3], float lv[3], float *dist) {STUB_ASSERT(0); return 0.0f;} /* blenkernel */ void RE_FreeRenderResult(struct RenderResult *res) {STUB_ASSERT(0);} |