diff options
author | Jack Andersen <someemail@gmail.com> | 2016-03-13 04:00:12 +0300 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2016-03-13 04:05:36 +0300 |
commit | 861616bf693b78b070ada6cbc6aa79eb807fdde8 (patch) | |
tree | 4626f295c739ea7fa689e4f56d6877845eb9adf1 /source/gameengine/Rasterizer/RAS_ILightObject.h | |
parent | 989b0e472e74869be9f170e2dafbae76d6a4ce94 (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/gameengine/Rasterizer/RAS_ILightObject.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_ILightObject.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_ILightObject.h b/source/gameengine/Rasterizer/RAS_ILightObject.h index 59475200a73..a3d55c925d6 100644 --- a/source/gameengine/Rasterizer/RAS_ILightObject.h +++ b/source/gameengine/Rasterizer/RAS_ILightObject.h @@ -69,6 +69,7 @@ public: float m_att1; float m_att2; + float m_coeff_const, m_coeff_lin, m_coeff_quad; float m_spotsize; float m_spotblend; |