0579eaae1f
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
132 lines
3.3 KiB
C++
132 lines
3.3 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 "render/background.h"
|
|
#include "device/device.h"
|
|
#include "render/integrator.h"
|
|
#include "render/graph.h"
|
|
#include "render/nodes.h"
|
|
#include "render/scene.h"
|
|
#include "render/shader.h"
|
|
|
|
#include "util/util_foreach.h"
|
|
#include "util/util_math.h"
|
|
#include "util/util_types.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
NODE_DEFINE(Background)
|
|
{
|
|
NodeType* type = NodeType::add("background", create);
|
|
|
|
SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
|
|
SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
|
|
|
|
SOCKET_BOOLEAN(use_shader, "Use Shader", true);
|
|
SOCKET_BOOLEAN(use_ao, "Use AO", false);
|
|
SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
|
|
SOCKET_BOOLEAN(transparent, "Transparent", false);
|
|
|
|
SOCKET_NODE(shader, "Shader", &Shader::node_type);
|
|
|
|
return type;
|
|
}
|
|
|
|
Background::Background()
|
|
: Node(node_type)
|
|
{
|
|
need_update = true;
|
|
}
|
|
|
|
Background::~Background()
|
|
{
|
|
}
|
|
|
|
void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
|
|
{
|
|
if(!need_update)
|
|
return;
|
|
|
|
device_free(device, dscene);
|
|
|
|
Shader *bg_shader = shader;
|
|
|
|
if(use_shader) {
|
|
if(!bg_shader)
|
|
bg_shader = scene->default_background;
|
|
}
|
|
else
|
|
bg_shader = scene->default_empty;
|
|
|
|
/* set shader index and transparent option */
|
|
KernelBackground *kbackground = &dscene->data.background;
|
|
|
|
if(use_ao) {
|
|
kbackground->ao_factor = ao_factor;
|
|
kbackground->ao_distance = ao_distance;
|
|
}
|
|
else {
|
|
kbackground->ao_factor = 0.0f;
|
|
kbackground->ao_distance = FLT_MAX;
|
|
}
|
|
|
|
kbackground->transparent = transparent;
|
|
kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
|
|
|
|
if(bg_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(bg_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 !Node::equals(background);
|
|
}
|
|
|
|
void Background::tag_update(Scene *scene)
|
|
{
|
|
scene->integrator->tag_update(scene);
|
|
need_update = true;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|