forked from bartvdbraak/blender
861616bf69
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
96 lines
2.2 KiB
C++
96 lines
2.2 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Mitchell Stokes
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file RAS_ILightObject.h
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* \ingroup bgerast
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*/
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#ifndef __RAS_LIGHTOBJECT_H__
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#define __RAS_LIGHTOBJECT_H__
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class RAS_ICanvas;
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class KX_Camera;
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class KX_Scene;
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class MT_Transform;
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class MT_Matrix4x4;
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struct Image;
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class RAS_ILightObject
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{
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public:
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enum LightType {
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LIGHT_SPOT,
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LIGHT_SUN,
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LIGHT_NORMAL
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};
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bool m_modified;
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int m_layer;
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void *m_scene;
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void *m_light;
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float m_energy;
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float m_distance;
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float m_shadowclipstart;
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float m_shadowfrustumsize;
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float m_shadowclipend;
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float m_shadowbias;
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float m_shadowbleedbias;
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short m_shadowmaptype;
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float m_shadowcolor[3];
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float m_color[3];
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float m_att1;
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float m_att2;
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float m_coeff_const, m_coeff_lin, m_coeff_quad;
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float m_spotsize;
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float m_spotblend;
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LightType m_type;
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bool m_nodiffuse;
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bool m_nospecular;
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bool m_glsl;
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virtual ~RAS_ILightObject() {}
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virtual RAS_ILightObject* Clone() = 0;
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virtual bool HasShadowBuffer() = 0;
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virtual int GetShadowBindCode() = 0;
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virtual MT_Matrix4x4 GetShadowMatrix() = 0;
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virtual int GetShadowLayer() = 0;
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virtual void BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans) = 0;
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virtual void UnbindShadowBuffer() = 0;
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virtual Image *GetTextureImage(short texslot) = 0;
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virtual void Update() = 0;
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};
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#endif /* __RAS_LIGHTOBJECT_H__ */
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