forked from bartvdbraak/blender
Brecht Van Lommel
171c4e982f
We are already using the AO distance, so might as well offer this extra control over the intensity. Useful when an interior scene is supposed to be significantly darker than the background shader.
127 lines
3.3 KiB
C++
127 lines
3.3 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/integrator.h"
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#include "render/graph.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 "util/util_foreach.h"
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#include "util/util_math.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_NODE(shader, "Shader", &Shader::node_type);
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return type;
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}
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Background::Background()
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: Node(node_type)
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{
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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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Shader *bg_shader = shader;
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if(use_shader) {
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if(!bg_shader)
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bg_shader = scene->default_background;
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}
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else
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bg_shader = scene->default_empty;
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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(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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/* 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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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 !Node::equals(background);
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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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need_update = true;
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}
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CCL_NAMESPACE_END
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