blender/source/gameengine/Rasterizer/RAS_ILightObject.h
Jack Andersen 861616bf69 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
2016-03-13 02:05:36 +01:00

96 lines
2.2 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
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* The Original Code is: all of this file.
*
* Contributor(s): Mitchell Stokes
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file RAS_ILightObject.h
* \ingroup bgerast
*/
#ifndef __RAS_LIGHTOBJECT_H__
#define __RAS_LIGHTOBJECT_H__
class RAS_ICanvas;
class KX_Camera;
class KX_Scene;
class MT_Transform;
class MT_Matrix4x4;
struct Image;
class RAS_ILightObject
{
public:
enum LightType {
LIGHT_SPOT,
LIGHT_SUN,
LIGHT_NORMAL
};
bool m_modified;
int m_layer;
void *m_scene;
void *m_light;
float m_energy;
float m_distance;
float m_shadowclipstart;
float m_shadowfrustumsize;
float m_shadowclipend;
float m_shadowbias;
float m_shadowbleedbias;
short m_shadowmaptype;
float m_shadowcolor[3];
float m_color[3];
float m_att1;
float m_att2;
float m_coeff_const, m_coeff_lin, m_coeff_quad;
float m_spotsize;
float m_spotblend;
LightType m_type;
bool m_nodiffuse;
bool m_nospecular;
bool m_glsl;
virtual ~RAS_ILightObject() {}
virtual RAS_ILightObject* Clone() = 0;
virtual bool HasShadowBuffer() = 0;
virtual int GetShadowBindCode() = 0;
virtual MT_Matrix4x4 GetShadowMatrix() = 0;
virtual int GetShadowLayer() = 0;
virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0;
virtual void UnbindShadowBuffer() = 0;
virtual Image *GetTextureImage(short texslot) = 0;
virtual void Update() = 0;
};
#endif /* __RAS_LIGHTOBJECT_H__ */