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blender-archive/source/blender/blenkernel/intern/world.c
Ton Roosendaal 04ae33ba3a Bug fix #2660
When number of OSA samples is larger than number of AO samples, the AO
loop doesn't function well. Since rendering 16 OSA samples with only 9
AO samples isn't very useful, I've made the AO render level to become
at least equal or larger than amount of OSA samples.

Is first bug in 2.37 that worked in 2.36...
2005-06-02 10:32:54 +00:00

213 lines
4.3 KiB
C

/* world.c
*
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_world_types.h"
#include "DNA_texture_types.h"
#include "DNA_scriptlink_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BKE_bad_level_calls.h"
#include "BKE_utildefines.h"
#include "BKE_library.h"
#include "BKE_world.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BPY_extern.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
void free_world(World *wrld)
{
MTex *mtex;
int a;
BPY_free_scriptlink(&wrld->scriptlink);
for(a=0; a<MAX_MTEX; a++) {
mtex= wrld->mtex[a];
if(mtex && mtex->tex) mtex->tex->id.us--;
if(mtex) MEM_freeN(mtex);
}
wrld->ipo= 0;
}
World *add_world(char *name)
{
World *wrld;
wrld= alloc_libblock(&G.main->world, ID_WO, name);
wrld->horb= 0.6f;
wrld->skytype= WO_SKYBLEND;
wrld->stardist= 15.0f;
wrld->starsize= 2.0f;
wrld->gravity= 9.8f;
wrld->exp= 0.0f;
wrld->exposure=wrld->range= 1.0f;
wrld->aodist= 10.0;
wrld->aosamp= 5;
wrld->aoenergy= 1.0;
wrld->aobias= 0.05;
wrld->physicsEngine= WOPHY_SUMO;
return wrld;
}
World *copy_world(World *wrld)
{
World *wrldn;
int a;
wrldn= copy_libblock(wrld);
for(a=0; a<MAX_MTEX; a++) {
if(wrld->mtex[a]) {
wrldn->mtex[a]= MEM_mallocN(sizeof(MTex), "copymaterial");
memcpy(wrldn->mtex[a], wrld->mtex[a], sizeof(MTex));
id_us_plus((ID *)wrldn->mtex[a]->tex);
}
}
BPY_copy_scriptlink(&wrld->scriptlink);
id_us_plus((ID *)wrldn->ipo);
return wrldn;
}
void make_local_world(World *wrld)
{
Scene *sce;
World *wrldn;
int local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
if(wrld->id.lib==0) return;
if(wrld->id.us==1) {
wrld->id.lib= 0;
wrld->id.flag= LIB_LOCAL;
new_id(0, (ID *)wrld, 0);
return;
}
sce= G.main->scene.first;
while(sce) {
if(sce->world==wrld) {
if(sce->id.lib) lib= 1;
else local= 1;
}
sce= sce->id.next;
}
if(local && lib==0) {
wrld->id.lib= 0;
wrld->id.flag= LIB_LOCAL;
new_id(0, (ID *)wrld, 0);
}
else if(local && lib) {
wrldn= copy_world(wrld);
wrldn->id.us= 0;
sce= G.main->scene.first;
while(sce) {
if(sce->world==wrld) {
if(sce->id.lib==0) {
sce->world= wrldn;
wrldn->id.us++;
wrld->id.us--;
}
}
sce= sce->id.next;
}
}
}
void init_render_world()
{
int a;
char *cp;
if(G.scene->world) {
R.wrld= *(G.scene->world);
cp= (char *)&R.wrld.fastcol;
cp[0]= 255.0*R.wrld.horr;
cp[1]= 255.0*R.wrld.horg;
cp[2]= 255.0*R.wrld.horb;
cp[3]= 1;
VECCOPY(R.grvec, R.viewmat[2]);
Normalise(R.grvec);
Mat3CpyMat4(R.imat, R.viewinv);
for(a=0; a<MAX_MTEX; a++)
if(R.wrld.mtex[a] && R.wrld.mtex[a]->tex) R.wrld.skytype |= WO_SKYTEX;
while(R.wrld.aosamp*R.wrld.aosamp < R.osa) R.wrld.aosamp++;
}
else {
memset(&R.wrld, 0, sizeof(World));
R.wrld.exp= 0.0;
R.wrld.range= 1.0;
}
R.wrld.linfac= 1.0 + pow((2.0*R.wrld.exp + 0.5), -10);
R.wrld.logfac= log( (R.wrld.linfac-1.0)/R.wrld.linfac )/R.wrld.range;
}