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blender-archive/source/blender/render/extern/include/RE_shader_ext.h
Alexander Romanov 0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00

254 lines
8.1 KiB
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/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 by Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/** \file RE_shader_ext.h
* \ingroup render
*/
#ifndef __RE_SHADER_EXT_H__
#define __RE_SHADER_EXT_H__
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is for shading and texture exports */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* localized texture result data */
/* note; tr tg tb ta has to remain in this order */
typedef struct TexResult {
float tin, tr, tg, tb, ta;
int talpha;
float *nor;
} TexResult;
/* localized shade result data */
typedef struct ShadeResult {
float combined[4];
float col[4];
float alpha, mist, z;
float emit[3];
float diff[3]; /* diffuse with no ramps, shadow, etc */
float diffshad[3]; /* diffuse with shadow */
float spec[3]; /* specular with shadow */
float shad[4]; /* shad[3] is shadow intensity */
float ao[3];
float env[3];
float indirect[3];
float refl[3];
float refr[3];
float nor[3];
float winspeed[4];
float rayhits[4];
} ShadeResult;
/* only here for quick copy */
struct ShadeInputCopy {
struct Material *mat;
struct VlakRen *vlr;
struct StrandRen *strand;
struct ObjectInstanceRen *obi;
struct ObjectRen *obr;
int facenr;
float facenor[3]; /* copy from face */
short flippednor; /* is facenor flipped? */
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode, mode2; /* base material mode (OR-ed result of entire node tree) */
};
typedef struct ShadeInputUV {
float dxuv[3], dyuv[3], uv[3];
const char *name;
} ShadeInputUV;
typedef struct ShadeInputCol {
float col[4];
const char *name;
} ShadeInputCol;
/* localized renderloop data */
typedef struct ShadeInput {
/* copy from face, also to extract tria from quad */
/* note it mirrors a struct above for quick copy */
struct Material *mat;
struct VlakRen *vlr;
struct StrandRen *strand;
struct ObjectInstanceRen *obi;
struct ObjectRen *obr;
int facenr;
float facenor[3]; /* copy from face */
short flippednor; /* is facenor flipped? */
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode, mode2; /* base material mode (OR-ed result of entire node tree) */
/* internal face coordinates */
float u, v, dx_u, dx_v, dy_u, dy_v;
float co[3], view[3], camera_co[3];
/* copy from material, keep synced so we can do memcopy */
/* current size: 23*4 */
float r, g, b;
float specr, specg, specb;
float mirr, mirg, mirb;
float ambr, ambb, ambg;
float amb, emit, ang, spectra, ray_mirror;
float alpha, refl, spec, zoffs, add;
float translucency;
/* end direct copy from material */
/* individual copies: */
int har; /* hardness */
/* texture coordinates */
float lo[3], gl[3], ref[3], orn[3], winco[3], vcol[4];
float refcol[4], displace[3];
float strandco, tang[3], nmapnorm[3], nmaptang[4], stress, winspeed[4];
float duplilo[3], dupliuv[3];
float tangents[8][4]; /* 8 = MAX_MTFACE */
ShadeInputUV uv[8]; /* 8 = MAX_MTFACE */
ShadeInputCol col[8]; /* 8 = MAX_MCOL */
int totuv, totcol, actuv, actcol;
/* dx/dy OSA coordinates */
float dxco[3], dyco[3];
float dxlo[3], dylo[3], dxgl[3], dygl[3];
float dxref[3], dyref[3], dxorn[3], dyorn[3];
float dxno[3], dyno[3], dxview, dyview;
float dxlv[3], dylv[3];
float dxwin[3], dywin[3];
float dxrefract[3], dyrefract[3];
float dxstrand, dystrand;
/* AO is a pre-process now */
float ao[3], indirect[3], env[3];
int xs, ys; /* pixel to be rendered */
int mask; /* subsample mask */
float scanco[3]; /* original scanline coordinate without jitter */
int samplenr; /* sample counter, to detect if we should do shadow again */
int depth; /* 1 or larger on raytrace shading */
int volume_depth; /* number of intersections through volumes */
/* for strand shading, normal at the surface */
float surfnor[3], surfdist;
/* from initialize, part or renderlayer */
bool do_preview; /* for nodes, in previewrender */
bool do_manage; /* color management flag */
bool use_world_space_shading;
short thread, sample; /* sample: ShadeSample array index */
short nodes; /* indicate node shading, temp hack to prevent recursion */
unsigned int lay;
int layflag, passflag, combinedflag;
struct Group *light_override;
struct Material *mat_override;
#ifdef RE_RAYCOUNTER
RayCounter raycounter;
#endif
} ShadeInput;
typedef struct BakeImBufuserData {
float *displacement_buffer;
char *mask_buffer;
} BakeImBufuserData;
/* node shaders... */
struct Tex;
struct MTex;
struct ImBuf;
struct ImagePool;
struct Object;
/* this one uses nodes */
int multitex_ext(struct Tex *tex,
float texvec[3],
float dxt[3], float dyt[3],
int osatex,
struct TexResult *texres,
const short thread,
struct ImagePool *pool,
bool scene_color_manage,
const bool skip_load_image);
/* nodes disabled */
int multitex_ext_safe(struct Tex *tex, float texvec[3], struct TexResult *texres, struct ImagePool *pool, bool scene_color_manage, const bool skip_load_image);
/* only for internal node usage */
int multitex_nodes(struct Tex *tex, float texvec[3], float dxt[3], float dyt[3], int osatex, struct TexResult *texres,
const short thread, short which_output, struct ShadeInput *shi, struct MTex *mtex,
struct ImagePool *pool);
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]);
/* shaded view and bake */
struct Render;
struct Image;
int RE_bake_shade_all_selected(struct Render *re, int type, struct Object *actob, short *do_update, float *progress);
struct Image *RE_bake_shade_get_image(void);
void RE_bake_ibuf_filter(struct ImBuf *ibuf, char *mask, const int filter);
void RE_bake_ibuf_normalize_displacement(struct ImBuf *ibuf, float *displacement, char *mask, float displacement_min, float displacement_max);
float RE_bake_make_derivative(struct ImBuf *ibuf, float *heights_buffer, const char *mask,
const float height_min, const float height_max,
const float fmult);
enum {
RE_OBJECT_INSTANCE_MATRIX_OB,
RE_OBJECT_INSTANCE_MATRIX_OBINV,
RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW,
RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV,
};
const float (*RE_object_instance_get_matrix(struct ObjectInstanceRen *obi, int matrix_id))[4];
enum {
RE_VIEW_MATRIX,
RE_VIEWINV_MATRIX,
};
const float (*RE_render_current_get_matrix(int matrix_id))[4];
#define BAKE_RESULT_OK 0
#define BAKE_RESULT_NO_OBJECTS 1
#define BAKE_RESULT_FEEDBACK_LOOP 2
#endif /* __RE_SHADER_EXT_H__ */