Cleanup: Remove unused total power Emission code in Cycles, that was never exposed in the UI.
Differential Revision: https://developer.blender.org/D562
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2c69f1e574
Notes:
blender-bot
2023-02-14 10:33:02 +01:00
Referenced by issue #40491, grouping VSE strips can break translucency Referenced by issue #40489, multi-spline curve with some closed and some non-closed elements only shows closed elements; and unclosed elements are invisible in the UI unless object is selected or active
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@ -550,9 +550,7 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
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snode = hair;
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}
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else if(string_iequals(node.name(), "emission")) {
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EmissionNode *emission = new EmissionNode();
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xml_read_bool(&emission->total_power, node, "total_power");
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snode = emission;
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snode = new EmissionNode();
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}
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else if(string_iequals(node.name(), "ambient_occlusion")) {
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snode = new AmbientOcclusionNode();
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@ -17,14 +17,10 @@
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#include "stdosl.h"
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shader node_emission(
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int TotalPower = 0,
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color Color = 0.8,
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float Strength = 1.0,
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output closure color Emission = 0)
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{
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if (TotalPower)
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Emission = ((Strength / surfacearea()) * Color) * emission();
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else
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Emission = (Strength * Color) * emission();
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Emission = (Strength * Color) * emission();
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}
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@ -407,12 +407,7 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, Shade
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break;
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case NODE_CLOSURE_SET_NORMAL:
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svm_node_set_normal(kg, sd, stack, node.y, node.z );
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break;
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#endif
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case NODE_EMISSION_SET_WEIGHT_TOTAL:
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svm_node_emission_set_weight_total(kg, sd, node.y, node.z, node.w);
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break;
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#ifdef __EXTRA_NODES__
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case NODE_RGB_RAMP:
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svm_node_rgb_ramp(kg, sd, stack, node, &offset);
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break;
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@ -582,16 +582,6 @@ ccl_device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint
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svm_node_closure_store_weight(sd, weight);
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}
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ccl_device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b)
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{
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float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
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if(sd->object != OBJECT_NONE)
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weight /= object_surface_area(kg, sd->object);
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svm_node_closure_store_weight(sd, weight);
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}
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ccl_device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
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{
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float3 weight = stack_load_float3(stack, weight_offset);
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@ -603,14 +593,10 @@ ccl_device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, floa
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{
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uint color_offset = node.y;
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uint strength_offset = node.z;
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uint total_power = node.w;
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float strength = stack_load_float(stack, strength_offset);
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float3 weight = stack_load_float3(stack, color_offset)*strength;
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if(total_power && sd->object != OBJECT_NONE)
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weight /= object_surface_area(kg, sd->object);
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svm_node_closure_store_weight(sd, weight);
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}
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@ -72,7 +72,6 @@ typedef enum NodeType {
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NODE_TEX_COORD,
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NODE_TEX_COORD_BUMP_DX,
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NODE_TEX_COORD_BUMP_DY,
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NODE_EMISSION_SET_WEIGHT_TOTAL,
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NODE_ATTR_BUMP_DX,
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NODE_ATTR_BUMP_DY,
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NODE_TEX_ENVIRONMENT,
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@ -1850,8 +1850,6 @@ bool SubsurfaceScatteringNode::has_bssrdf_bump()
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EmissionNode::EmissionNode()
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: ShaderNode("emission")
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{
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total_power = false;
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add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
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add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
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add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
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@ -1867,10 +1865,8 @@ void EmissionNode::compile(SVMCompiler& compiler)
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if(color_in->link || strength_in->link) {
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compiler.stack_assign(color_in);
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compiler.stack_assign(strength_in);
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compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset, total_power? 1: 0);
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compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
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}
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else if(total_power)
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compiler.add_node(NODE_EMISSION_SET_WEIGHT_TOTAL, color_in->value * strength_in->value.x);
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else
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compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x);
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@ -1879,7 +1875,6 @@ void EmissionNode::compile(SVMCompiler& compiler)
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void EmissionNode::compile(OSLCompiler& compiler)
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{
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compiler.parameter("TotalPower", (total_power)? 1: 0);
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compiler.add(this, "node_emission");
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}
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@ -294,8 +294,6 @@ public:
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bool has_surface_emission() { return true; }
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bool has_spatial_varying() { return true; }
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bool total_power;
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};
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class BackgroundNode : public ShaderNode {
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