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authorAlexander Romanov <a.romanov@blend4web.com>2016-12-15 15:03:28 +0300
committerAlexander Romanov <a.romanov@blend4web.com>2016-12-15 15:03:28 +0300
commit12e1732f72bba6905da834a565885d4e8ecf9dc9 (patch)
tree6b73e6c83960365dcbe07b5a731660f655f6ee4d /source/blender
parent665110a4140307b2ae4c96f682e09c7e846101c4 (diff)
Layer Weight node support for Blender Internal Render
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_fresnel.c23
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_layer_weight.c34
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h2
-rw-r--r--source/blender/render/intern/include/shading.h2
-rw-r--r--source/blender/render/intern/source/shadeoutput.c21
5 files changed, 57 insertions, 25 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index 917a06b3536..d5e11795fc0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -51,27 +51,6 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeE
return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
-static float fresnel_dielectric(float incoming[3], float normal[3], float eta)
-{
- /* compute fresnel reflectance without explicitly computing
- * the refracted direction */
- float c = fabs(dot_v3v3(incoming, normal));
- float g = eta * eta - 1.0 + c * c;
- float result;
-
- if (g > 0.0) {
- g = sqrtf(g);
- float A = (g - c) / (g + c);
- float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0);
- result = 0.5 * A * A * (1.0 + B * B);
- }
- else {
- result = 1.0; /* TIR (no refracted component) */
- }
-
- return result;
-}
-
static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
{
ShadeInput *shi = ((ShaderCallData *)data)->shi;
@@ -88,7 +67,7 @@ static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *UNUS
if(shi->use_world_space_shading)
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
- out[0]->vec[0] = fresnel_dielectric(shi->view, n, shi->flippednor ? 1/eta : eta);
+ out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? 1/eta : eta);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
index 8cbc587e339..90e2625b961 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
@@ -45,23 +45,53 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), b
{
if (!in[1].link)
in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
- else
+ else if (GPU_material_use_world_space_shading(mat)) {
GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
+ }
return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
+static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+{
+ ShadeInput *shi = ((ShaderCallData *)data)->shi;
+ float blend = in[0]->vec[0];
+ float eta = max_ff(1 - blend, 0.00001);
+
+ float n[3];
+ if (in[1]->hasinput) {
+ copy_v3_v3(n, in[1]->vec);
+ }
+ else {
+ copy_v3_v3(n, shi->vn);
+ }
+
+ if (shi->use_world_space_shading)
+ mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
+
+ out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? eta : 1/eta);
+
+ float facing = fabs(dot_v3v3(shi->view, n));
+ if (blend != 0.5) {
+ CLAMP(blend, 0.0, 0.99999);
+ blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend);
+ facing = pow(facing, blend);
+ }
+ out[1]->vec[0] = 1.0 - facing;
+}
+
/* node type definition */
void register_node_type_sh_layer_weight(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_LAYER_WEIGHT, "Layer Weight", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING | NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_layer_weight_in, sh_node_layer_weight_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_layer_weight);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_layer_weight);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index 73867de6b2e..ae389fdfd2e 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -218,6 +218,8 @@ int multitex_nodes(struct Tex *tex, float texvec[3], float dxt[3], float dyt[3],
float RE_lamp_get_data(struct ShadeInput *shi, struct Object *lamp_obj, float col[4], float lv[3], float *dist, float shadow[4]);
void RE_instance_get_particle_info(struct ObjectInstanceRen *obi, float *index, float *age, float *lifetime, float co[3], float *size, float vel[3], float angvel[3]);
+float RE_fresnel_dielectric(float incoming[3], float normal[3], float eta);
+
/* shaded view and bake */
struct Render;
struct Image;
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h
index 27867eadbb4..13f16ce0bd7 100644
--- a/source/blender/render/intern/include/shading.h
+++ b/source/blender/render/intern/include/shading.h
@@ -99,7 +99,7 @@ ListBase *get_lights(struct ShadeInput *shi);
float lamp_get_visibility(struct LampRen *lar, const float co[3], float lv[3], float *dist);
void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real);
-float fresnel_fac(const float view[3], const float vn[3], float fresnel, float fac);
+float fresnel_fac(const float view[3], const float vn[3], float fresnel, float fac);
/* rayshade.c */
extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr);
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 3d6462e09a0..c4de95e863e 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -2151,3 +2151,24 @@ const float (*RE_render_current_get_matrix(int matrix_id))[4]
}
return NULL;
}
+
+float RE_fresnel_dielectric(float incoming[3], float normal[3], float eta)
+{
+ /* compute fresnel reflectance without explicitly computing
+ * the refracted direction */
+ float c = fabs(dot_v3v3(incoming, normal));
+ float g = eta * eta - 1.0 + c * c;
+ float result;
+
+ if (g > 0.0) {
+ g = sqrtf(g);
+ float A = (g - c) / (g + c);
+ float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0);
+ result = 0.5 * A * A * (1.0 + B * B);
+ }
+ else {
+ result = 1.0; /* TIR (no refracted component) */
+ }
+
+ return result;
+} \ No newline at end of file