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
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committed by
Antony Riakiotakis

parent
989b0e472e
commit
861616bf69
@@ -103,6 +103,13 @@ class DATA_PT_lamp(DataButtonsPanel, Panel):
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sub.prop(lamp, "linear_attenuation", slider=True, text="Linear")
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sub.prop(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
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elif lamp.falloff_type == 'INVERSE_COEFFICIENTS':
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col.label(text="Inverse Coefficients:")
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sub = col.column(align=True)
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sub.prop(lamp, "constant_coefficient", text="Constant")
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sub.prop(lamp, "linear_coefficient", text="Linear")
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sub.prop(lamp, "quadratic_coefficient", text="Quadratic")
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col.prop(lamp, "use_sphere")
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if lamp.type == 'AREA':
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