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authorThomas Dinges <blender@dingto.org>2013-08-01 00:56:32 +0400
committerThomas Dinges <blender@dingto.org>2013-08-01 00:56:32 +0400
commit6d9720ef63c540d533207aded1114da862377d32 (patch)
tree88f248759d02759bc86ff81e8fca7f6a5addf20c /intern/cycles/render/shader.cpp
parent22dae3e6005d4360212c53e799a50c528ecf3cee (diff)
Cycles / Blackbody to RGB node:
* Added a node to convert a temperature in Kelvin to an RGB color. This can be used e.g. for lights, to easily find the right color temperature. = Some common temperatures = Candle light: 1500 Kelvin Sunset/Sunrise: 1850 Kelvin Studio lamps: 3200 Kelvin Horizon daylight: 5000 Kelvin Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Blackbody Thanks to Philipp Oeser (lichtwerk), who essentially contributed to this with a patch! :) This is part of my GSoC 2013 project. SVN merge of r57424, r57487, r57507, r57525, r58253 and r58774
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r--intern/cycles/render/shader.cpp26
1 files changed, 26 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 21b43380f2c..5b326e0a017 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -18,6 +18,7 @@
#include "background.h"
#include "bssrdf.h"
+#include "blackbody.h"
#include "device.h"
#include "graph.h"
#include "light.h"
@@ -51,6 +52,7 @@ Shader::Shader()
has_surface_transparent = false;
has_surface_emission = false;
has_surface_bssrdf = false;
+ has_converter_blackbody = false;
has_volume = false;
has_displacement = false;
@@ -127,6 +129,7 @@ ShaderManager::ShaderManager()
{
need_update = true;
bssrdf_table_offset = TABLE_OFFSET_INVALID;
+ blackbody_table_offset = TABLE_OFFSET_INVALID;
}
ShaderManager::~ShaderManager()
@@ -218,6 +221,7 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
uint *shader_flag = dscene->shader_flag.resize(shader_flag_size);
uint i = 0;
bool has_surface_bssrdf = false;
+ bool has_converter_blackbody = false;
foreach(Shader *shader, scene->shaders) {
uint flag = 0;
@@ -232,6 +236,8 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
flag |= SD_HOMOGENEOUS_VOLUME;
if(shader->has_surface_bssrdf)
has_surface_bssrdf = true;
+ if(shader->has_converter_blackbody)
+ has_converter_blackbody = true;
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
@@ -257,6 +263,21 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
scene->lookup_tables->remove_table(bssrdf_table_offset);
bssrdf_table_offset = TABLE_OFFSET_INVALID;
}
+
+ /* blackbody lookup table */
+ KernelBlackbody *kblackbody = &dscene->data.blackbody;
+
+ if(has_converter_blackbody && blackbody_table_offset == TABLE_OFFSET_INVALID) {
+ vector<float> table = blackbody_table();
+ blackbody_table_offset = scene->lookup_tables->add_table(dscene, table);
+
+ kblackbody->table_offset = (int)blackbody_table_offset;
+ }
+ else if(!has_converter_blackbody && blackbody_table_offset != TABLE_OFFSET_INVALID) {
+ scene->lookup_tables->remove_table(blackbody_table_offset);
+ blackbody_table_offset = TABLE_OFFSET_INVALID;
+ }
+
}
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)
@@ -266,6 +287,11 @@ void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scen
bssrdf_table_offset = TABLE_OFFSET_INVALID;
}
+ if(blackbody_table_offset != TABLE_OFFSET_INVALID) {
+ scene->lookup_tables->remove_table(blackbody_table_offset);
+ blackbody_table_offset = TABLE_OFFSET_INVALID;
+ }
+
device->tex_free(dscene->shader_flag);
dscene->shader_flag.clear();
}