forked from bartvdbraak/blender
style cleanup
This commit is contained in:
parent
3d4bbd278a
commit
8fd52b3433
@ -19,8 +19,8 @@
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#include "stdosl.h"
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#include "stdosl.h"
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shader node_hair_bsdf(
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shader node_hair_bsdf(
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color Color = 0.8,
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color Color = 0.8,
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string component = "Reflection",
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string component = "Reflection",
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float Offset = 0.0,
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float Offset = 0.0,
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float RoughnessU = 0.1,
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float RoughnessU = 0.1,
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float RoughnessV = 1.0,
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float RoughnessV = 1.0,
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@ -28,29 +28,30 @@ shader node_hair_bsdf(
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output closure color BSDF = 0)
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output closure color BSDF = 0)
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{
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{
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float IsStrand;
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float IsStrand;
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float roughnessh = clamp(RoughnessU, 0.001,1.0);
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float roughnessh = clamp(RoughnessU, 0.001, 1.0);
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float roughnessv = clamp(RoughnessV, 0.001,1.0);
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float roughnessv = clamp(RoughnessV, 0.001, 1.0);
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getattribute("geom:is_curve", IsStrand);
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getattribute("geom:is_curve", IsStrand);
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if (!IsStrand) {
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if (!IsStrand) {
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if (backfacing())
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if (backfacing()) {
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BSDF = transparent();
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BSDF = transparent();
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else {
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}
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if (component == "Reflection")
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else {
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BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
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if (component == "Reflection")
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else
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BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
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BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
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else
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BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
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}
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}
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}
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}
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else {
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else {
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if (backfacing())
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if (backfacing()) {
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BSDF = transparent();
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BSDF = transparent();
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else {
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}
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if (component == "Reflection")
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else {
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BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, dPdu, -Offset);
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if (component == "Reflection")
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else
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BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, dPdu, -Offset);
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BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, dPdu, -Offset);
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else
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BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, dPdu, -Offset);
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}
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}
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}
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}
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}
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}
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@ -44,8 +44,8 @@ float sky_perez_function(float lam[9], float theta, float gamma)
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}
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}
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color sky_radiance_old(normal dir,
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color sky_radiance_old(normal dir,
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float sunphi, float suntheta, color radiance,
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float sunphi, float suntheta, color radiance,
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float config_x[9], float config_y[9], float config_z[9])
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float config_x[9], float config_y[9], float config_z[9])
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{
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{
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/* convert vector to spherical coordinates */
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/* convert vector to spherical coordinates */
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vector spherical = sky_spherical_coordinates(dir);
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vector spherical = sky_spherical_coordinates(dir);
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@ -76,7 +76,7 @@ float sky_radiance_internal(float config[9], float theta, float gamma)
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float expM = exp(config[4] * gamma);
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float expM = exp(config[4] * gamma);
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float rayM = cgamma * cgamma;
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float rayM = cgamma * cgamma;
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float mieM = (1.0 + rayM) / pow((1.0 + config[8]*config[8] - 2.0*config[8]*cgamma), 1.5);
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float mieM = (1.0 + rayM) / pow((1.0 + config[8] * config[8] - 2.0 * config[8] * cgamma), 1.5);
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float zenith = sqrt(ctheta);
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float zenith = sqrt(ctheta);
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return (1.0 + config[0] * exp(config[1] / (ctheta + 0.01))) *
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return (1.0 + config[0] * exp(config[1] / (ctheta + 0.01))) *
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@ -84,8 +84,8 @@ float sky_radiance_internal(float config[9], float theta, float gamma)
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}
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}
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color sky_radiance_new(normal dir,
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color sky_radiance_new(normal dir,
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float sunphi, float suntheta, color radiance,
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float sunphi, float suntheta, color radiance,
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float config_x[9], float config_y[9], float config_z[9])
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float config_x[9], float config_y[9], float config_z[9])
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{
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{
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/* convert vector to spherical coordinates */
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/* convert vector to spherical coordinates */
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vector spherical = sky_spherical_coordinates(dir);
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vector spherical = sky_spherical_coordinates(dir);
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@ -104,7 +104,7 @@ color sky_radiance_new(normal dir,
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float z = sky_radiance_internal(config_z, theta, gamma) * radiance[2];
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float z = sky_radiance_internal(config_z, theta, gamma) * radiance[2];
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/* convert to RGB and adjust strength */
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/* convert to RGB and adjust strength */
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return xyz_to_rgb(x, y, z) * (M_2PI/683);
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return xyz_to_rgb(x, y, z) * (M_2PI / 683);
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}
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}
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shader node_sky_texture(
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shader node_sky_texture(
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@ -26,7 +26,7 @@ shader node_subsurface_scattering(
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normal Normal = N,
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normal Normal = N,
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output closure color BSSRDF = 0)
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output closure color BSSRDF = 0)
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{
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{
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if(Falloff == "Gaussian")
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if (Falloff == "Gaussian")
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BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius, TextureBlur);
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BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius, TextureBlur);
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else
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else
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BSSRDF = Color * bssrdf_cubic(N, Scale * Radius, TextureBlur, Sharpness);
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BSSRDF = Color * bssrdf_cubic(N, Scale * Radius, TextureBlur, Sharpness);
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@ -89,7 +89,7 @@ static TexSnapshot secondary_snap = {0};
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static CursorSnapshot cursor_snap = {0};
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static CursorSnapshot cursor_snap = {0};
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/* delete overlay cursor textures to preserve memory and invalidate all overlay flags */
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/* delete overlay cursor textures to preserve memory and invalidate all overlay flags */
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void paint_cursor_delete_textures()
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void paint_cursor_delete_textures(void)
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{
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{
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glDeleteTextures(1, &primary_snap.overlay_texture);
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glDeleteTextures(1, &primary_snap.overlay_texture);
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glDeleteTextures(1, &secondary_snap.overlay_texture);
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glDeleteTextures(1, &secondary_snap.overlay_texture);
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@ -4685,7 +4685,7 @@ static void rna_def_scene_render_data(BlenderRNA *brna)
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RNA_def_property_range(prop, 0.0, 1000.0);
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RNA_def_property_range(prop, 0.0, 1000.0);
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RNA_def_property_ui_text(prop, "Scale",
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RNA_def_property_ui_text(prop, "Scale",
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"Instead of automatically normalizing to 0..1, "
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"Instead of automatically normalizing to 0..1, "
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"apply a user scale to the derivative map.");
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"apply a user scale to the derivative map");
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/* stamp */
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/* stamp */
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