132 lines
3.2 KiB
C++
132 lines
3.2 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
|
|
|
|
NODE_DEFINE(Background)
|
|
{
|
|
NodeType* type = NodeType::add("background", create);
|
|
|
|
SOCKET_INT(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_INT(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
|
|
|