blender/intern/cycles/render/background.cpp
Brecht Van Lommel bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00

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C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "background.h"
#include "device.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()
{
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);
/* set shader index and transparent option */
KernelBackground *kbackground = &dscene->data.background;
kbackground->transparent = transparent;
kbackground->shader = scene->shader_manager->get_shader_id(scene->default_background);
need_update = false;
}
void Background::device_free(Device *device, DeviceScene *dscene)
{
}
bool Background::modified(const Background& background)
{
return !(transparent == background.transparent);
}
void Background::tag_update(Scene *scene)
{
need_update = true;
}
CCL_NAMESPACE_END