From ab9822eff8865846d3c7ef81ff30cc35cb48ae0c Mon Sep 17 00:00:00 2001 From: IRIE Shinsuke Date: Mon, 25 Nov 2013 20:58:23 +0900 Subject: 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! --- source/blenderplayer/bad_level_call_stubs/stubs.c | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blenderplayer/bad_level_call_stubs') 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);} -- cgit v1.2.3