For correct results these must have been set already when the depsgraph was created and evaluated, so all dependencies have appropriate resolutions too. For particle we no longer backup and restore the viewport particles to avoid overwriting them during render, as copy-on-write solves this for us. Even without COW particles seem to work ok. This also removes the particle simplification options based on camera. This was never used much and only available in Blender Internal. Differential Revision: https://developer.blender.org/D3148
58 lines
1.7 KiB
C++
58 lines
1.7 KiB
C++
/*
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* Copyright 2011-2015 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "blender/blender_texture.h"
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CCL_NAMESPACE_BEGIN
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namespace {
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/* Point density helpers. */
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void density_texture_space_invert(float3& loc,
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float3& size)
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{
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if(size.x != 0.0f) size.x = 0.5f/size.x;
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if(size.y != 0.0f) size.y = 0.5f/size.y;
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if(size.z != 0.0f) size.z = 0.5f/size.z;
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loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
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}
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} /* namespace */
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void point_density_texture_space(BL::Depsgraph& b_depsgraph,
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BL::ShaderNodeTexPointDensity& b_point_density_node,
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float3& loc,
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float3& size)
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{
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BL::Object b_ob(b_point_density_node.object());
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if(!b_ob) {
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loc = make_float3(0.0f, 0.0f, 0.0f);
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size = make_float3(0.0f, 0.0f, 0.0f);
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return;
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}
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float3 min, max;
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b_point_density_node.calc_point_density_minmax(b_depsgraph,
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&min[0],
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&max[0]);
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loc = (min + max) * 0.5f;
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size = (max - min) * 0.5f;
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density_texture_space_invert(loc, size);
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}
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CCL_NAMESPACE_END
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