Generate attenuation constants if non are privded in the Blender file. Using: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
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@@ -1225,6 +1225,16 @@ aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* obj, c
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case Lamp::Type_Local:
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out->mType = aiLightSource_POINT;
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break;
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case Lamp::Type_Spot:
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out->mType = aiLightSource_SPOT;
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// blender orients directional lights as facing toward -z
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out->mDirection = aiVector3D(0.f, 0.f, -1.f);
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out->mUp = aiVector3D(0.f, 1.f, 0.f);
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out->mAngleInnerCone = lamp->spotsize * (1.0f - lamp->spotblend);
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out->mAngleOuterCone = lamp->spotsize;
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break;
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case Lamp::Type_Sun:
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out->mType = aiLightSource_DIRECTIONAL;
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@@ -1255,6 +1265,23 @@ aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* obj, c
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out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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// If default values are supplied, compute the coefficients from light's max distance
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// Read this: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
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//
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if (lamp->constant_coefficient == 1.0f && lamp->linear_coefficient == 0.0f && lamp->quadratic_coefficient == 0.0f && lamp->dist > 0.0f)
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{
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out->mAttenuationConstant = 1.0f;
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out->mAttenuationLinear = 2.0f / lamp->dist;
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out->mAttenuationQuadratic = 1.0f / (lamp->dist * lamp->dist);
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}
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else
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{
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out->mAttenuationConstant = lamp->constant_coefficient;
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out->mAttenuationLinear = lamp->linear_coefficient;
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out->mAttenuationQuadratic = lamp->quadratic_coefficient;
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}
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return out.release();
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}
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