There were to copies of stdosl.h one from stock OSL
and one in the cycles tree augmented with cycles
specific closures.
moved the cycles ones to stdcycles.h and copied
the stock stdosl.h and accompanying headers from
the OSL shader folder.
for further details see D6812.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6812
This patch suppress the OSL warnings resulted from ambiguous calls
to the normalize function. This is done by casting to the vector
type before normalizing.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D6621
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D
space. The noise code has also been refactored to be more readable.
The Color output and distortion patterns changed, so this patch
breaks backward compatibility. This is due to the fact that we
now use random offsets as noise seeds, as opposed to swizzling
and constants offsets.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5560
This adds our own OSL texture handle, that has info for OIIO textures or our
own custom texture types. A filename to handle hash map is used for lookups.
This is efficient because it happens at OSL compile time, because the optimizer
can figure out constant strings and replace them with texture handles.
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.
Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.
The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.
The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.
Reviewers: #cycles, dingto, sergey, brecht
Reviewed By: #cycles, dingto, brecht
Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey
Differential Revision: https://developer.blender.org/D1543