- Fix for bug #17825: baking SSS is not supported, but it didn't give
proper results, should bake as if SSS was disabled. - Fix for GLSL to handle failing shadow buffer creation better. - Fix for sky/atmosphere version patch, was not doing files from 2.46 and newer.
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@@ -7767,23 +7767,9 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
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/* sun/sky */
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if(main->versionfile < 246) {
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Lamp *la;
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Object *ob;
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bActuator *act;
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for(la=main->lamp.first; la; la= la->id.next) {
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la->sun_effect_type = 0;
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la->horizon_brightness = 1.0;
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la->spread = 1.0;
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la->sun_brightness = 1.0;
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la->sun_size = 1.0;
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la->backscattered_light = 1.0;
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la->atm_turbidity = 2.0;
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la->atm_inscattering_factor = 1.0;
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la->atm_extinction_factor = 1.0;
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la->atm_distance_factor = 1.0;
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la->sun_intensity = 1.0;
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}
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/* dRot actuator change direction in 2.46 */
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for(ob = main->object.first; ob; ob= ob->id.next) {
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for(act= ob->actuators.first; act; act= act->next) {
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@@ -7946,6 +7932,26 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
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}
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}
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}
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if (main->versionfile < 248) {
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Lamp *la;
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for(la=main->lamp.first; la; la= la->id.next) {
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if(la->atm_turbidity == 0.0) {
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la->sun_effect_type = 0;
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la->horizon_brightness = 1.0;
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la->spread = 1.0;
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la->sun_brightness = 1.0;
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la->sun_size = 1.0;
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la->backscattered_light = 1.0;
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la->atm_turbidity = 2.0;
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la->atm_inscattering_factor = 1.0;
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la->atm_extinction_factor = 1.0;
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la->atm_distance_factor = 1.0;
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la->sun_intensity = 1.0;
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}
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}
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}
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/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
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/* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */
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@@ -1362,10 +1362,14 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l
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static void gpu_lamp_shadow_free(GPULamp *lamp)
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{
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if(lamp->tex)
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if(lamp->tex) {
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GPU_texture_free(lamp->tex);
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if(lamp->fb)
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lamp->tex= NULL;
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}
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if(lamp->fb) {
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GPU_framebuffer_free(lamp->fb);
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lamp->fb= NULL;
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}
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}
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GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
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@@ -59,7 +59,7 @@ void sss_add_points(Render *re, float (*co)[3], float (*color)[3], float *area,
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void free_sss(struct Render *re);
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int sample_sss(struct Render *re, struct Material *mat, float *co, float *col);
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int has_sss_tree(struct Render *re, struct Material *mat);
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int sss_pass_done(struct Render *re, struct Material *mat);
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#endif /*SSS_H*/
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@@ -1568,7 +1568,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
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shr->col[2]= shi->b*shi->alpha;
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shr->col[3]= shi->alpha;
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if((ma->sss_flag & MA_DIFF_SSS) && !has_sss_tree(&R, ma)) {
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if((ma->sss_flag & MA_DIFF_SSS) && !sss_pass_done(&R, ma)) {
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if(ma->sss_texfac == 0.0f) {
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shi->r= shi->g= shi->b= shi->alpha= 1.0f;
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shr->col[0]= shr->col[1]= shr->col[2]= shr->col[3]= 1.0f;
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@@ -1722,7 +1722,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
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shr->alpha= shi->alpha;
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/* from now stuff everything in shr->combined: ambient, AO, radio, ramps, exposure */
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if(!(ma->sss_flag & MA_DIFF_SSS) || !has_sss_tree(&R, ma)) {
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if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
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shr->combined[0]+= shi->ambr;
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shr->combined[1]+= shi->ambg;
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shr->combined[2]+= shi->ambb;
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@@ -1772,7 +1772,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
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/* modulate by the object color */
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if((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) {
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if(!(ma->sss_flag & MA_DIFF_SSS) || !has_sss_tree(&R, ma)) {
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if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
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float obcol[4];
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QUATCOPY(obcol, shi->obr->ob->col);
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@@ -1023,8 +1023,8 @@ int sample_sss(Render *re, Material *mat, float *co, float *color)
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return 0;
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}
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int has_sss_tree(struct Render *re, struct Material *mat)
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int sss_pass_done(struct Render *re, struct Material *mat)
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{
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return (re->sss_hash && BLI_ghash_lookup(re->sss_hash, mat));
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return ((re->flag & R_BAKING) || (re->sss_hash && BLI_ghash_lookup(re->sss_hash, mat)));
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}
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