diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-08 00:24:38 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-08 00:24:38 +0400 |
commit | e6a84eb1b542e7cafe5e760530882bb806f3c433 (patch) | |
tree | e3d7b9f8dab6c2d55ec0d45297ba281599f3e92f /source/blender/nodes | |
parent | f44e80e6387601dea6e4e0801d0a387455a02d31 (diff) |
Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff
Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r-- | source/blender/nodes/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/nodes/NOD_shader.h | 1 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_light_falloff.c | 68 |
3 files changed, 70 insertions, 0 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt index 9bcbc91265c..be9dd10b71d 100644 --- a/source/blender/nodes/CMakeLists.txt +++ b/source/blender/nodes/CMakeLists.txt @@ -149,6 +149,7 @@ set(SRC shader/nodes/node_shader_volume_transparent.c shader/nodes/node_shader_volume_isotropic.c shader/nodes/node_shader_light_path.c + shader/nodes/node_shader_light_falloff.c shader/nodes/node_shader_mix_shader.c shader/nodes/node_shader_add_shader.c shader/nodes/node_shader_output_lamp.c diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h index d2b3a61971b..3d93f41cfe5 100644 --- a/source/blender/nodes/NOD_shader.h +++ b/source/blender/nodes/NOD_shader.h @@ -73,6 +73,7 @@ void register_node_type_sh_hue_sat(struct bNodeTreeType *ttype); void register_node_type_sh_attribute(struct bNodeTreeType *ttype); void register_node_type_sh_geometry(struct bNodeTreeType *ttype); void register_node_type_sh_light_path(struct bNodeTreeType *ttype); +void register_node_type_sh_light_falloff(struct bNodeTreeType *ttype); void register_node_type_sh_fresnel(struct bNodeTreeType *ttype); void register_node_type_sh_layer_weight(struct bNodeTreeType *ttype); void register_node_type_sh_tex_coord(struct bNodeTreeType *ttype); diff --git a/source/blender/nodes/shader/nodes/node_shader_light_falloff.c b/source/blender/nodes/shader/nodes/node_shader_light_falloff.c new file mode 100644 index 00000000000..8ee0f0adef6 --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_light_falloff.c @@ -0,0 +1,68 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2005 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "../node_shader_util.h" + +/* **************** INPUT ********************* */ + +static bNodeSocketTemplate sh_node_light_falloff_in[]= { + { SOCK_FLOAT, 0, "Strength", 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 0, "Smooth", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { -1, 0, "" } +}; + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_light_falloff_out[]= { + { SOCK_FLOAT, 0, "Quadratic", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 0, "Linear", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 0, "Constant", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { -1, 0, "" } +}; + +static int node_shader_gpu_light_falloff(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) +{ + return GPU_stack_link(mat, "node_light_falloff", in, out); +} + +/* node type definition */ +void register_node_type_sh_light_falloff(bNodeTreeType *ttype) +{ + static bNodeType ntype; + + node_type_base(ttype, &ntype, SH_NODE_LIGHT_FALLOFF, "Light Falloff", NODE_CLASS_OP_COLOR, 0); + node_type_compatibility(&ntype, NODE_NEW_SHADING); + node_type_socket_templates(&ntype, sh_node_light_falloff_in, sh_node_light_falloff_out); + node_type_size(&ntype, 150, 60, 200); + node_type_init(&ntype, NULL); + node_type_storage(&ntype, "", NULL, NULL); + node_type_exec(&ntype, NULL); + node_type_gpu(&ntype, node_shader_gpu_light_falloff); + + nodeRegisterType(ttype, &ntype); +} + |