blender/intern/cycles/render/background.cpp
2015-03-27 18:23:31 +05:00

117 lines
2.9 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "background.h"
#include "device.h"
#include "integrator.h"
#include "graph.h"
#include "nodes.h"
#include "scene.h"
#include "shader.h"
#include "util_foreach.h"
#include "util_math.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
Background::Background()
{
ao_factor = 0.0f;
ao_distance = FLT_MAX;
use = true;
visibility = PATH_RAY_ALL_VISIBILITY;
shader = 0;
transparent = false;
need_update = true;
}
Background::~Background()
{
}
void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if(!need_update)
return;
device_free(device, dscene);
if(use)
shader = scene->default_background;
else
shader = scene->default_empty;
/* set shader index and transparent option */
KernelBackground *kbackground = &dscene->data.background;
kbackground->ao_factor = ao_factor;
kbackground->ao_distance = ao_distance;
kbackground->transparent = transparent;
kbackground->surface_shader = scene->shader_manager->get_shader_id(shader);
if(scene->shaders[shader]->has_volume)
kbackground->volume_shader = kbackground->surface_shader;
else
kbackground->volume_shader = SHADER_NONE;
/* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
if(scene->shaders[shader]->graph->nodes.size() <= 1) {
kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
}
/* Background present, check visibilities */
else {
if(!(visibility & PATH_RAY_DIFFUSE))
kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
if(!(visibility & PATH_RAY_GLOSSY))
kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
if(!(visibility & PATH_RAY_TRANSMIT))
kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
if(!(visibility & PATH_RAY_VOLUME_SCATTER))
kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
if(!(visibility & PATH_RAY_CAMERA))
kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
}
need_update = false;
}
void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
{
}
bool Background::modified(const Background& background)
{
return !(transparent == background.transparent &&
use == background.use &&
ao_factor == background.ao_factor &&
ao_distance == background.ao_distance &&
visibility == background.visibility);
}
void Background::tag_update(Scene *scene)
{
scene->integrator->tag_update(scene);
need_update = true;
}
CCL_NAMESPACE_END