blender/intern/cycles/render/background.cpp
Brecht Van Lommel 8a76aa2e47 Cycles: fix AO pass not rendering with AO enabled for world, and make mask
layers work more like blender internal.
2012-02-28 19:43:33 +00:00

84 lines
2.0 KiB
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 "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
Background::Background()
{
ao_factor = 0.0f;
ao_distance = FLT_MAX;
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->ao_factor = ao_factor;
kbackground->ao_distance = ao_distance;
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 &&
ao_factor == background.ao_factor &&
ao_distance == background.ao_distance);
}
void Background::tag_update(Scene *scene)
{
scene->integrator->tag_update(scene);
need_update = true;
}
CCL_NAMESPACE_END