forked from bartvdbraak/blender
fd25e883e2
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
141 lines
4.2 KiB
C++
141 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 "scene/background.h"
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#include "device/device.h"
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#include "scene/integrator.h"
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#include "scene/scene.h"
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#include "scene/shader.h"
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#include "scene/shader_graph.h"
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#include "scene/shader_nodes.h"
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#include "scene/stats.h"
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#include "util/foreach.h"
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#include "util/math.h"
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#include "util/time.h"
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#include "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_BOOLEAN(use_shader, "Use Shader", true);
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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::get_node_type());
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return type;
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}
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Background::Background() : Node(get_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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dereference_all_used_nodes();
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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->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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Shader *bg_shader = get_shader(scene);
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if (bg_shader && bg_shader->is_modified()) {
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/* Tag as modified to update the KernelBackground visibility information.
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* We only tag the use_shader socket as modified as it is related to the shader
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* and to avoid doing unnecessary updates anywhere else. */
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tag_use_shader_modified();
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}
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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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