============================= A new approximate ambient occlusion method has been added, next to the existing one based on raytracing. This method is specifically targetted at use in animations, since it is inherently noise free, and so will not flicker across frames. http://www.blender.org/development/current-projects/changes-since-244/approximate-ambient-occlusion/ http://peach.blender.org/index.php/approximate-ambient-occlusion/ Further improvements are still needed, but it can be tested already. There are still a number of known issues: - Bias errors on backfaces. - For performance, instanced object do not occlude currently. - Sky textures don't work well, the derivatives for texture evaluation are not correct. - Multiple passes do not work entirely correct (they are not accurate to begin with, but could be better).
188 lines
3.9 KiB
C
188 lines
3.9 KiB
C
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/* world.c
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*
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_world_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_scriptlink_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "DNA_camera_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BKE_bad_level_calls.h"
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#include "BKE_utildefines.h"
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#include "BKE_library.h"
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#include "BKE_world.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_icons.h"
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#include "BPY_extern.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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void free_world(World *wrld)
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{
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MTex *mtex;
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int a;
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BPY_free_scriptlink(&wrld->scriptlink);
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for(a=0; a<MAX_MTEX; a++) {
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mtex= wrld->mtex[a];
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if(mtex && mtex->tex) mtex->tex->id.us--;
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if(mtex) MEM_freeN(mtex);
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}
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BKE_previewimg_free(&wrld->preview);
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wrld->ipo= 0;
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BKE_icon_delete((struct ID*)wrld);
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wrld->id.icon_id = 0;
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}
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World *add_world(char *name)
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{
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World *wrld;
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wrld= alloc_libblock(&G.main->world, ID_WO, name);
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wrld->horb= 0.6f;
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wrld->skytype= WO_SKYBLEND;
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wrld->stardist= 15.0f;
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wrld->starsize= 2.0f;
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wrld->gravity= 9.8f;
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wrld->exp= 0.0f;
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wrld->exposure=wrld->range= 1.0f;
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wrld->aodist= 5.0f;
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wrld->aosamp= 5;
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wrld->aoenergy= 1.0f;
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wrld->aobias= 0.05f;
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wrld->ao_samp_method = WO_AOSAMP_HAMMERSLEY;
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wrld->ao_approx_error= 0.25f;
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wrld->physicsEngine= WOPHY_BULLET;//WOPHY_SUMO; Bullet by default
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wrld->preview = NULL;
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return wrld;
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}
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World *copy_world(World *wrld)
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{
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World *wrldn;
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int a;
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wrldn= copy_libblock(wrld);
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for(a=0; a<MAX_MTEX; a++) {
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if(wrld->mtex[a]) {
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wrldn->mtex[a]= MEM_mallocN(sizeof(MTex), "copymaterial");
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memcpy(wrldn->mtex[a], wrld->mtex[a], sizeof(MTex));
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id_us_plus((ID *)wrldn->mtex[a]->tex);
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}
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}
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if (wrld->preview) wrldn->preview = BKE_previewimg_copy(wrld->preview);
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BPY_copy_scriptlink(&wrld->scriptlink);
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id_us_plus((ID *)wrldn->ipo);
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return wrldn;
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}
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void make_local_world(World *wrld)
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{
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Scene *sce;
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World *wrldn;
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int local=0, lib=0;
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/* - only lib users: do nothing
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* - only local users: set flag
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* - mixed: make copy
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*/
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if(wrld->id.lib==0) return;
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if(wrld->id.us==1) {
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wrld->id.lib= 0;
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wrld->id.flag= LIB_LOCAL;
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new_id(0, (ID *)wrld, 0);
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return;
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}
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sce= G.main->scene.first;
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while(sce) {
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if(sce->world==wrld) {
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if(sce->id.lib) lib= 1;
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else local= 1;
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}
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sce= sce->id.next;
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}
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if(local && lib==0) {
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wrld->id.lib= 0;
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wrld->id.flag= LIB_LOCAL;
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new_id(0, (ID *)wrld, 0);
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}
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else if(local && lib) {
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wrldn= copy_world(wrld);
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wrldn->id.us= 0;
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sce= G.main->scene.first;
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while(sce) {
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if(sce->world==wrld) {
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if(sce->id.lib==0) {
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sce->world= wrldn;
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wrldn->id.us++;
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wrld->id.us--;
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}
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}
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sce= sce->id.next;
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}
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}
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}
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