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authorLukas Stockner <lukas.stockner@freenet.de>2018-06-15 12:03:29 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-06-15 23:16:06 +0300
commit799779d432309e518922d23e3a1d1b5baaece71d (patch)
treedf190f684ce9b86f412913bc0dc4b8dd07491e57 /intern/cycles/render/nodes.cpp
parent2b9edbc98becb540f1f907b7c31d7971b1603079 (diff)
Cycles: change Ambient Occlusion shader to output colors.
This means the shader can now be used for procedural texturing. New settings on the node are Samples, Inside, Local Only and Distance. Original patch by Lukas with further changes by Brecht. Differential Revision: https://developer.blender.org/D3479
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp38
1 files changed, 30 insertions, 8 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 0f2581b2a2e..680174f6d98 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -2795,11 +2795,17 @@ NODE_DEFINE(AmbientOcclusionNode)
{
NodeType* type = NodeType::add("ambient_occlusion", create, NodeType::SHADER);
- SOCKET_IN_NORMAL(normal_osl, "NormalIn", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
+ SOCKET_INT(samples, "Samples", 8);
+
SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f));
- SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL);
+ SOCKET_IN_FLOAT(distance, "Distance", 1.0f);
+ SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
- SOCKET_OUT_CLOSURE(AO, "AO");
+ SOCKET_BOOLEAN(inside, "Inside", false);
+ SOCKET_BOOLEAN(only_local, "Only Local", true);
+
+ SOCKET_OUT_COLOR(color, "Color");
+ SOCKET_OUT_FLOAT(ao, "AO");
return type;
}
@@ -2812,17 +2818,33 @@ AmbientOcclusionNode::AmbientOcclusionNode()
void AmbientOcclusionNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Color");
+ ShaderInput *distance_in = input("Distance");
+ ShaderInput *normal_in = input("Normal");
+ ShaderOutput *color_out = output("Color");
+ ShaderOutput *ao_out = output("AO");
- if(color_in->link)
- compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in));
- else
- compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color);
+ int flags = (inside? NODE_AO_INSIDE : 0) | (only_local? NODE_AO_ONLY_LOCAL : 0);
- compiler.add_node(NODE_CLOSURE_AMBIENT_OCCLUSION, compiler.closure_mix_weight_offset());
+ if (!distance_in->link && distance == 0.0f) {
+ flags |= NODE_AO_GLOBAL_RADIUS;
+ }
+
+ compiler.add_node(NODE_AMBIENT_OCCLUSION,
+ compiler.encode_uchar4(flags,
+ compiler.stack_assign_if_linked(distance_in),
+ compiler.stack_assign_if_linked(normal_in),
+ compiler.stack_assign(ao_out)),
+ compiler.encode_uchar4(compiler.stack_assign(color_in),
+ compiler.stack_assign(color_out),
+ samples),
+ __float_as_uint(distance));
}
void AmbientOcclusionNode::compile(OSLCompiler& compiler)
{
+ compiler.parameter(this, "samples");
+ compiler.parameter(this, "inside");
+ compiler.parameter(this, "only_local");
compiler.add(this, "node_ambient_occlusion");
}