forked from bartvdbraak/blender
bae896691a
* 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.
73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "background.h"
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#include "device.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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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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/* set shader index and transparent option */
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KernelBackground *kbackground = &dscene->data.background;
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kbackground->transparent = transparent;
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kbackground->shader = scene->shader_manager->get_shader_id(scene->default_background);
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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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}
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void Background::tag_update(Scene *scene)
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{
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need_update = true;
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}
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CCL_NAMESPACE_END
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