31a620b942
This encapsulates Node socket members behind a set of specific methods; as such it is no longer possible to directly access Node class members from exporters and parts of Cycles. The methods are defined via the NODE_SOCKET_API macros in `graph/ node.h`, and are for getting or setting a specific socket's value, as well as querying or modifying the state of its update flag. The setters will check whether the value has changed and tag the socket as modified appropriately. This will let us know how a Node has changed and what to update, which is the first concrete step toward a more granular scene update system. Since the setters will tag the Node sockets as modified when passed different data, this patch also removes the various modified methods on Nodes in favor of Node::is_modified which checks the sockets' update flags status. Reviewed By: brecht Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D8544
143 lines
4.2 KiB
C++
143 lines
4.2 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 "render/background.h"
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#include "device/device.h"
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#include "render/graph.h"
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#include "render/integrator.h"
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#include "render/nodes.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/stats.h"
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#include "util/util_foreach.h"
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#include "util/util_math.h"
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#include "util/util_time.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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NODE_DEFINE(Background)
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{
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NodeType *type = NodeType::add("background", create);
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SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
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SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
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SOCKET_BOOLEAN(use_shader, "Use Shader", true);
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SOCKET_BOOLEAN(use_ao, "Use AO", false);
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SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
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SOCKET_BOOLEAN(transparent, "Transparent", false);
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SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
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SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
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SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f);
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SOCKET_NODE(shader, "Shader", &Shader::node_type);
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return type;
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}
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Background::Background() : Node(node_type)
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{
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shader = NULL;
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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 (!is_modified())
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return;
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scoped_callback_timer timer([scene](double time) {
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if (scene->update_stats) {
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scene->update_stats->background.times.add_entry({"device_update", time});
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}
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});
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device_free(device, dscene);
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Shader *bg_shader = get_shader(scene);
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/* set shader index and transparent option */
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KernelBackground *kbackground = &dscene->data.background;
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kbackground->ao_factor = (use_ao) ? ao_factor : 0.0f;
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kbackground->ao_bounces_factor = ao_factor;
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kbackground->ao_distance = ao_distance;
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kbackground->transparent = transparent;
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kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
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if (transparent && transparent_glass) {
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/* Square twice, once for principled BSDF convention, and once for
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* faster comparison in kernel with anisotropic roughness. */
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kbackground->transparent_roughness_squared_threshold = sqr(
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sqr(transparent_roughness_threshold));
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}
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else {
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kbackground->transparent_roughness_squared_threshold = -1.0f;
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}
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if (bg_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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kbackground->volume_step_size = volume_step_size * scene->integrator->get_volume_step_rate();
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/* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
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if (bg_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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clear_modified();
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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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void Background::tag_update(Scene *scene)
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{
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scene->integrator->tag_update(scene);
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tag_modified();
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}
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Shader *Background::get_shader(const Scene *scene)
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{
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return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty;
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}
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CCL_NAMESPACE_END
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