fa6bdfd622
This is sort of extension of existing Use Environment option which now allows to disable AO on the render layer basis. Useful in cases like disabling AO for the background because it might make it too flat and so. Reviewers: juicyfruit, dingto, brecht Reviewed By: brecht Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1633
125 lines
3.1 KiB
C++
125 lines
3.1 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "background.h"
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#include "device.h"
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#include "integrator.h"
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#include "graph.h"
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#include "nodes.h"
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#include "scene.h"
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#include "shader.h"
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#include "util_foreach.h"
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#include "util_math.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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Background::Background()
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{
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ao_factor = 0.0f;
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ao_distance = FLT_MAX;
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use_shader = true;
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use_ao = false;
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visibility = PATH_RAY_ALL_VISIBILITY;
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shader = 0;
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transparent = false;
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need_update = true;
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}
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Background::~Background()
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{
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}
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void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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if(use_shader)
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shader = scene->default_background;
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else
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shader = scene->default_empty;
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/* set shader index and transparent option */
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KernelBackground *kbackground = &dscene->data.background;
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if(use_ao) {
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kbackground->ao_factor = ao_factor;
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kbackground->ao_distance = ao_distance;
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}
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else {
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kbackground->ao_factor = 0.0f;
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kbackground->ao_distance = FLT_MAX;
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}
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kbackground->transparent = transparent;
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kbackground->surface_shader = scene->shader_manager->get_shader_id(shader);
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if(scene->shaders[shader]->has_volume)
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kbackground->volume_shader = kbackground->surface_shader;
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else
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kbackground->volume_shader = SHADER_NONE;
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/* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
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if(scene->shaders[shader]->graph->nodes.size() <= 1) {
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kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
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}
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/* Background present, check visibilities */
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else {
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if(!(visibility & PATH_RAY_DIFFUSE))
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kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
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if(!(visibility & PATH_RAY_GLOSSY))
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kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
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if(!(visibility & PATH_RAY_TRANSMIT))
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kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
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if(!(visibility & PATH_RAY_VOLUME_SCATTER))
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kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
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if(!(visibility & PATH_RAY_CAMERA))
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kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
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}
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need_update = false;
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}
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void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
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{
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}
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bool Background::modified(const Background& background)
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{
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return !(transparent == background.transparent &&
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use_shader == background.use_shader &&
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use_ao == background.use_ao &&
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ao_factor == background.ao_factor &&
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ao_distance == background.ao_distance &&
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visibility == background.visibility);
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}
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void Background::tag_update(Scene *scene)
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{
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scene->integrator->tag_update(scene);
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need_update = true;
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}
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CCL_NAMESPACE_END
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