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
This commit is contained in:

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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@@ -79,6 +79,9 @@ void BKE_lamp_init(Lamp *la)
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la->adapt_thresh = 0.001f;
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la->preview = NULL;
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la->falloff_type = LA_FALLOFF_INVSQUARE;
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la->coeff_const = 1.0f;
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la->coeff_lin = 0.0f;
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la->coeff_quad = 0.0f;
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la->curfalloff = curvemapping_add(1, 0.0f, 1.0f, 1.0f, 0.0f);
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la->sun_effect_type = 0;
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la->horizon_brightness = 1.0;
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@@ -166,6 +166,9 @@ typedef enum GPUDynamicType {
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GPU_DYNAMIC_LAMP_SPOTSIZE = 10 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_SPOTBLEND = 11 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_SPOTSCALE = 12 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_COEFFCONST = 13 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_COEFFLIN = 14 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_COEFFQUAD = 15 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_SAMPLER_2DBUFFER = 1 | GPU_DYNAMIC_GROUP_SAMPLER,
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GPU_DYNAMIC_SAMPLER_2DIMAGE = 2 | GPU_DYNAMIC_GROUP_SAMPLER,
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@@ -318,7 +321,8 @@ float *GPU_lamp_dynpersmat(GPULamp *lamp);
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void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
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void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
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void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2);
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void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
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float coeff_const, float coeff_lin, float coeff_quad);
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void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
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int GPU_lamp_shadow_layer(GPULamp *lamp);
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GPUNodeLink *GPU_lamp_get_data(
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@@ -148,6 +148,7 @@ struct GPULamp {
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float spotvec[2];
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float dyndist, dynatt1, dynatt2;
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float dist, att1, att2;
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float coeff_const, coeff_lin, coeff_quad;
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float shadow_color[3];
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float bias, d, clipend;
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@@ -550,6 +551,12 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
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GPU_dynamic_uniform(&lamp->att1, GPU_DYNAMIC_LAMP_ATT1, lamp->ob),
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GPU_dynamic_uniform(&lamp->att2, GPU_DYNAMIC_LAMP_ATT2, lamp->ob), *dist, &visifac);
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break;
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case LA_FALLOFF_INVCOEFFICIENTS:
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GPU_link(mat, "lamp_falloff_invcoefficients",
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GPU_dynamic_uniform(&lamp->coeff_const, GPU_DYNAMIC_LAMP_COEFFCONST, lamp->ob),
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GPU_dynamic_uniform(&lamp->coeff_lin, GPU_DYNAMIC_LAMP_COEFFLIN, lamp->ob),
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GPU_dynamic_uniform(&lamp->coeff_quad, GPU_DYNAMIC_LAMP_COEFFQUAD, lamp->ob), *dist, &visifac);
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break;
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case LA_FALLOFF_CURVE:
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{
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float *array;
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@@ -2209,11 +2216,15 @@ void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float ener
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lamp->col[2] = b;
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}
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void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2)
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void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
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float coeff_const, float coeff_lin, float coeff_quad)
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{
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lamp->dist = distance;
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lamp->att1 = att1;
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lamp->att2 = att2;
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lamp->coeff_const = coeff_const;
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lamp->coeff_lin = coeff_lin;
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lamp->coeff_quad = coeff_quad;
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}
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void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
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@@ -2254,6 +2265,9 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l
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lamp->falloff_type = la->falloff_type;
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lamp->att1 = la->att1;
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lamp->att2 = la->att2;
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lamp->coeff_const = la->coeff_const;
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lamp->coeff_lin = la->coeff_lin;
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lamp->coeff_quad = la->coeff_quad;
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lamp->curfalloff = la->curfalloff;
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/* initshadowbuf */
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@@ -1627,6 +1627,17 @@ void lamp_falloff_sliders(float lampdist, float ld1, float ld2, float dist, out
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visifac *= lampdistkw/(lampdistkw + ld2*dist*dist);
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}
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void lamp_falloff_invcoefficients(float coeff_const, float coeff_lin, float coeff_quad, float dist, out float visifac)
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{
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vec3 coeff = vec3(coeff_const, coeff_lin, coeff_quad);
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vec3 d_coeff = vec3(1.0, dist, dist*dist);
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float visifac_r = dot(coeff, d_coeff);
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if (visifac_r > 0.0)
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visifac = 1.0 / visifac_r;
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else
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visifac = 0.0;
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}
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void lamp_falloff_curve(float lampdist, sampler2D curvemap, float dist, out float visifac)
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{
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visifac = texture2D(curvemap, vec2(dist/lampdist, 0.0)).x;
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@@ -61,6 +61,7 @@ typedef struct Lamp {
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float att1, att2; /* Quad1 and Quad2 attenuation */
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float coeff_const, coeff_lin, coeff_quad, coeff_pad;
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struct CurveMapping *curfalloff;
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short falloff_type;
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short pad2;
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@@ -166,6 +167,7 @@ typedef struct Lamp {
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#define LA_FALLOFF_INVSQUARE 2
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#define LA_FALLOFF_CURVE 3
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#define LA_FALLOFF_SLIDERS 4
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#define LA_FALLOFF_INVCOEFFICIENTS 5
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/* buftype, no flag */
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@@ -420,6 +420,7 @@ static void rna_def_lamp_falloff(StructRNA *srna)
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{LA_FALLOFF_CONSTANT, "CONSTANT", 0, "Constant", ""},
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{LA_FALLOFF_INVLINEAR, "INVERSE_LINEAR", 0, "Inverse Linear", ""},
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{LA_FALLOFF_INVSQUARE, "INVERSE_SQUARE", 0, "Inverse Square", ""},
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{LA_FALLOFF_INVCOEFFICIENTS, "INVERSE_COEFFICIENTS", 0, "Inverse Coefficients", ""},
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{LA_FALLOFF_CURVE, "CUSTOM_CURVE", 0, "Custom Curve", ""},
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{LA_FALLOFF_SLIDERS, "LINEAR_QUADRATIC_WEIGHTED", 0, "Lin/Quad Weighted", ""},
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{0, NULL, 0, NULL, NULL}
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@@ -451,6 +452,27 @@ static void rna_def_lamp_falloff(StructRNA *srna)
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RNA_def_property_range(prop, 0.0f, 1.0f);
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RNA_def_property_ui_text(prop, "Quadratic Attenuation", "Quadratic distance attenuation");
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RNA_def_property_update(prop, 0, "rna_Lamp_draw_update");
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prop = RNA_def_property(srna, "constant_coefficient", PROP_FLOAT, PROP_NONE);
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RNA_def_property_float_sdna(prop, NULL, "coeff_const");
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RNA_def_property_range(prop, 0.0f, FLT_MAX);
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RNA_def_property_ui_text(prop, "Constant Coefficient",
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"Constant distance attenuation coefficient");
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RNA_def_property_update(prop, 0, "rna_Lamp_draw_update");
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prop = RNA_def_property(srna, "linear_coefficient", PROP_FLOAT, PROP_NONE);
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RNA_def_property_float_sdna(prop, NULL, "coeff_lin");
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RNA_def_property_range(prop, 0.0f, FLT_MAX);
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RNA_def_property_ui_text(prop, "Linear Coefficient",
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"Linear distance attenuation coefficient");
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RNA_def_property_update(prop, 0, "rna_Lamp_draw_update");
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prop = RNA_def_property(srna, "quadratic_coefficient", PROP_FLOAT, PROP_NONE);
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RNA_def_property_float_sdna(prop, NULL, "coeff_quad");
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RNA_def_property_range(prop, 0.0f, FLT_MAX);
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RNA_def_property_ui_text(prop, "Quadratic Coefficient",
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"Quadratic distance attenuation coefficient");
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RNA_def_property_update(prop, 0, "rna_Lamp_draw_update");
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}
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static void rna_def_lamp_shadow(StructRNA *srna, int spot, int area)
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@@ -569,6 +569,7 @@ typedef struct LampRen {
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short falloff_type;
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float ld1, ld2;
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float coeff_const, coeff_lin, coeff_quad;
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struct CurveMapping *curfalloff;
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/* copied from Lamp, to decouple more rendering stuff */
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@@ -3801,6 +3801,9 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
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lar->falloff_type = la->falloff_type;
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lar->ld1= la->att1;
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lar->ld2= la->att2;
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lar->coeff_const= la->coeff_const;
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lar->coeff_lin= la->coeff_lin;
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lar->coeff_quad= la->coeff_quad;
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lar->curfalloff = curvemapping_copy(la->curfalloff);
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if (lar->curfalloff) {
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@@ -1188,7 +1188,7 @@ float lamp_get_visibility(LampRen *lar, const float co[3], float lv[3], float *d
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return 1.0f;
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}
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else {
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float visifac= 1.0f;
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float visifac= 1.0f, visifac_r;
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sub_v3_v3v3(lv, co, lar->co);
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mul_v3_fl(lv, 1.0f / (*dist = len_v3(lv)));
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@@ -1223,6 +1223,15 @@ float lamp_get_visibility(LampRen *lar, const float co[3], float lv[3], float *d
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if (lar->ld2>0.0f)
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visifac*= lar->distkw/(lar->distkw+lar->ld2*dist[0]*dist[0]);
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break;
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case LA_FALLOFF_INVCOEFFICIENTS:
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visifac_r = lar->coeff_const +
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lar->coeff_lin * dist[0] +
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lar->coeff_quad * dist[0] * dist[0];
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if (visifac_r > 0.0)
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visifac = 1.0 / visifac_r;
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else
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visifac = 0.0;
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break;
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case LA_FALLOFF_CURVE:
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/* curvemapping_initialize is called from #add_render_lamp */
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visifac = curvemapping_evaluateF(lar->curfalloff, 0, dist[0]/lar->dist);
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@@ -1417,6 +1417,9 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
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lightobj->m_att1 = la->att1;
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lightobj->m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
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lightobj->m_coeff_const = la->coeff_const;
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lightobj->m_coeff_lin = la->coeff_lin;
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lightobj->m_coeff_quad = la->coeff_quad;
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lightobj->m_color[0] = la->r;
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lightobj->m_color[1] = la->g;
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lightobj->m_color[2] = la->b;
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@@ -69,6 +69,7 @@ public:
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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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@@ -59,7 +59,7 @@ RAS_OpenGLLight::~RAS_OpenGLLight()
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if ((lamp = GetGPULamp())) {
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float obmat[4][4] = {{0}};
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GPU_lamp_update(lamp, 0, 0, obmat);
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GPU_lamp_update_distance(lamp, la->dist, la->att1, la->att2);
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GPU_lamp_update_distance(lamp, la->dist, la->att1, la->att2, la->coeff_const, la->coeff_lin, la->coeff_quad);
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GPU_lamp_update_spot(lamp, la->spotsize, la->spotblend);
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}
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}
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@@ -291,7 +291,7 @@ void RAS_OpenGLLight::Update()
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GPU_lamp_update(lamp, m_layer, hide, obmat);
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GPU_lamp_update_colors(lamp, m_color[0], m_color[1],
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m_color[2], m_energy);
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GPU_lamp_update_distance(lamp, m_distance, m_att1, m_att2);
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GPU_lamp_update_distance(lamp, m_distance, m_att1, m_att2, m_coeff_const, m_coeff_lin, m_coeff_quad);
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GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
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}
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}
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