diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2018-06-15 12:03:29 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-06-15 23:16:06 +0300 |
commit | 799779d432309e518922d23e3a1d1b5baaece71d (patch) | |
tree | df190f684ce9b86f412913bc0dc4b8dd07491e57 /intern/cycles/render | |
parent | 2b9edbc98becb540f1f907b7c31d7971b1603079 (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')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 38 | ||||
-rw-r--r-- | intern/cycles/render/nodes.h | 12 |
2 files changed, 38 insertions, 12 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"); } diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h index 35a7df690c3..be52cf40a17 100644 --- a/intern/cycles/render/nodes.h +++ b/intern/cycles/render/nodes.h @@ -538,12 +538,16 @@ public: SHADER_NODE_CLASS(AmbientOcclusionNode) bool has_spatial_varying() { return true; } - virtual int get_group() { return NODE_GROUP_LEVEL_1; } - virtual ClosureType get_closure_type() { return CLOSURE_AMBIENT_OCCLUSION_ID; } + virtual int get_group() { return NODE_GROUP_LEVEL_3; } + virtual bool has_raytrace() { return true; } - float3 normal_osl; float3 color; - float surface_mix_weight; + float distance; + float3 normal; + int samples; + + bool only_local; + bool inside; }; class VolumeNode : public ShaderNode { |