Cycles: tweaks to properties and nodes
* Passes renamed to samples * Camera lens radius renamed to aperature size/blades/rotation * Glass and fresnel nodes input is now index of refraction * Glossy and velvet fresnel socket removed * Mix/add closure node renamed to mix/add shader node * Blend weight node added for shader mixing weights There is some version patching code for reading existing files, but it's not perfect, so shaders may work a bit different.
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@@ -22,7 +22,7 @@
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CCL_NAMESPACE_BEGIN
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TileManager::TileManager(bool progressive_, int passes_, int tile_size_, int min_size_)
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TileManager::TileManager(bool progressive_, int samples_, int tile_size_, int min_size_)
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{
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progressive = progressive_;
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tile_size = tile_size_;
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@@ -35,7 +35,7 @@ TileManager::~TileManager()
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{
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}
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void TileManager::reset(int width_, int height_, int passes_)
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void TileManager::reset(int width_, int height_, int samples_)
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{
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full_width = width_;
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full_height = height_;
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@@ -53,18 +53,18 @@ void TileManager::reset(int width_, int height_, int passes_)
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}
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}
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passes = passes_;
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samples = samples_;
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state.width = 0;
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state.height = 0;
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state.pass = -1;
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state.sample = -1;
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state.resolution = start_resolution;
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state.tiles.clear();
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}
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void TileManager::set_passes(int passes_)
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void TileManager::set_samples(int samples_)
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{
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passes = passes_;
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samples = samples_;
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}
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void TileManager::set_tiles()
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@@ -96,7 +96,7 @@ void TileManager::set_tiles()
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bool TileManager::done()
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{
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return (state.pass+1 >= passes);
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return (state.sample+1 >= samples && state.resolution == 1);
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}
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bool TileManager::next()
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@@ -105,12 +105,12 @@ bool TileManager::next()
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return false;
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if(progressive && state.resolution > 1) {
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state.pass = 0;
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state.sample = 0;
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state.resolution /= 2;
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set_tiles();
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}
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else {
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state.pass++;
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state.sample++;
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state.resolution = 1;
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set_tiles();
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}
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