diff options
author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2013-11-25 15:58:23 +0400 |
---|---|---|
committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2013-11-25 17:19:47 +0400 |
commit | ab9822eff8865846d3c7ef81ff30cc35cb48ae0c (patch) | |
tree | 0955c1502f6f0327f59a3dd430c251378ba64c7c /source/blender/render | |
parent | 33bc6a3959b4f59f6ded304b5db06733653051cd (diff) |
Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire information such as light vector from specified Lamp.
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
Diffstat (limited to 'source/blender/render')
-rw-r--r-- | source/blender/render/extern/include/RE_shader_ext.h | 3 | ||||
-rw-r--r-- | source/blender/render/intern/source/shadeoutput.c | 91 |
2 files changed, 93 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h index baec1a74721..dbde29ea7ac 100644 --- a/source/blender/render/extern/include/RE_shader_ext.h +++ b/source/blender/render/extern/include/RE_shader_ext.h @@ -194,6 +194,7 @@ struct Tex; struct MTex; struct ImBuf; struct ImagePool; +struct Object; /* this one uses nodes */ int multitex_ext(struct Tex *tex, float texvec[3], float dxt[3], float dyt[3], int osatex, struct TexResult *texres, struct ImagePool *pool, bool scene_color_manage); @@ -203,11 +204,11 @@ int multitex_ext_safe(struct Tex *tex, float texvec[3], struct TexResult *texres int multitex_nodes(struct Tex *tex, float texvec[3], float dxt[3], float dyt[3], int osatex, struct TexResult *texres, const short thread, short which_output, struct ShadeInput *shi, struct MTex *mtex, struct ImagePool *pool); +float RE_lamp_get_data(struct ShadeInput *shi, struct Object *lamp_obj, float col[4], float lv[3], float *dist, float shadow[4]); /* shaded view and bake */ struct Render; struct Image; -struct Object; int RE_bake_shade_all_selected(struct Render *re, int type, struct Object *actob, short *do_update, float *progress); struct Image *RE_bake_shade_get_image(void); diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c index dbc9c47446f..40a5a5d9a05 100644 --- a/source/blender/render/intern/source/shadeoutput.c +++ b/source/blender/render/intern/source/shadeoutput.c @@ -1982,3 +1982,94 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr) shr->combined[3]= shr->alpha; } +/* used for "Lamp Data" shader node */ +static float lamp_get_data_internal(ShadeInput *shi, GroupObject *go, float col[4], float lv[3], float *dist, float shadow[4]) +{ + LampRen *lar = go->lampren; + float visifac, inp; + + if (!lar || lar->type == LA_YF_PHOTON + || ((lar->mode & LA_LAYER) && (lar->lay & shi->obi->lay) == 0) + || (lar->lay & shi->lay) == 0) + return 0.0f; + + if (lar->mode & LA_TEXTURE) + do_lamp_tex(lar, lv, shi, col, LA_TEXTURE); + + visifac = lamp_get_visibility(lar, shi->co, lv, dist); + + if (visifac == 0.0f + || lar->type == LA_HEMI + || (lar->type != LA_SPOT && !(lar->mode & LA_SHAD_RAY)) + || (R.r.scemode & R_BUTS_PREVIEW)) + return visifac; + + inp = dot_v3v3(shi->vn, lv); + + if (inp > 0.0f) { + float shadfac[4]; + + shadow[0] = lar->shdwr; + shadow[1] = lar->shdwg; + shadow[2] = lar->shdwb; + + if (lar->mode & LA_SHAD_TEX) + do_lamp_tex(lar, lv, shi, shadow, LA_SHAD_TEX); + + lamp_get_shadow(lar, shi, inp, shadfac, shi->depth); + + shadow[0] = 1.0f - ((1.0f - shadfac[0] * shadfac[3]) * (1.0f - shadow[0])); + shadow[1] = 1.0f - ((1.0f - shadfac[1] * shadfac[3]) * (1.0f - shadow[1])); + shadow[2] = 1.0f - ((1.0f - shadfac[2] * shadfac[3]) * (1.0f - shadow[2])); + } + + return visifac; +} + +float RE_lamp_get_data(ShadeInput *shi, Object *lamp_obj, float col[4], float lv[3], float *dist, float shadow[4]) +{ + col[0] = col[1] = col[2] = 0.0f; + col[3] = 1.0f; + copy_v3_v3(lv, shi->vn); + *dist = 1.0f; + shadow[0] = shadow[1] = shadow[2] = shadow[3] = 1.0f; + + if (lamp_obj->type == OB_LAMP) { + GroupObject *go; + Lamp *lamp = (Lamp *)lamp_obj->data; + + col[0] = lamp->r * lamp->energy; + col[1] = lamp->g * lamp->energy; + col[2] = lamp->b * lamp->energy; + + if (R.r.scemode & R_BUTS_PREVIEW) { + for (go = R.lights.first; go; go = go->next) { + /* "Lamp.002" is main key light of material preview */ + if (strcmp(go->ob->id.name + 2, "Lamp.002") == 0) + return lamp_get_data_internal(shi, go, col, lv, dist, shadow); + } + return 0.0f; + } + + if (shi->light_override) { + for (go = shi->light_override->gobject.first; go; go = go->next) { + if (go->ob == lamp_obj) + return lamp_get_data_internal(shi, go, col, lv, dist, shadow); + } + } + + if (shi->mat && shi->mat->group) { + for (go = shi->mat->group->gobject.first; go; go = go->next) { + if (go->ob == lamp_obj) + return lamp_get_data_internal(shi, go, col, lv, dist, shadow); + } + } + + for (go = R.lights.first; go; go = go->next) { + if (go->ob == lamp_obj) + return lamp_get_data_internal(shi, go, col, lv, dist, shadow); + } + } + + return 0.0f; +} |