blender/intern/cycles/render/background.cpp
Lukas Stockner 322f0223d0 Cycles: option to make background visible through glass transparent.
This can be enabled in the Film panel, with an option to control the
transmisison roughness below which glass becomes transparent.

Differential Revision: https://developer.blender.org/D2904
2018-01-12 01:34:28 +01:00

139 lines
3.8 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/background.h"
#include "device/device.h"
#include "render/integrator.h"
#include "render/graph.h"
#include "render/nodes.h"
#include "render/scene.h"
#include "render/shader.h"
#include "util/util_foreach.h"
#include "util/util_math.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
NODE_DEFINE(Background)
{
NodeType* type = NodeType::add("background", create);
SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
SOCKET_BOOLEAN(use_shader, "Use Shader", true);
SOCKET_BOOLEAN(use_ao, "Use AO", false);
SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
SOCKET_BOOLEAN(transparent, "Transparent", false);
SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
SOCKET_NODE(shader, "Shader", &Shader::node_type);
return type;
}
Background::Background()
: Node(node_type)
{
need_update = true;
}
Background::~Background()
{
}
void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if(!need_update)
return;
device_free(device, dscene);
Shader *bg_shader = shader;
if(use_shader) {
if(!bg_shader)
bg_shader = scene->default_background;
}
else
bg_shader = scene->default_empty;
/* set shader index and transparent option */
KernelBackground *kbackground = &dscene->data.background;
kbackground->ao_factor = (use_ao)? ao_factor: 0.0f;
kbackground->ao_bounces_factor = ao_factor;
kbackground->ao_distance = ao_distance;
kbackground->transparent = transparent;
kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
if(transparent && transparent_glass) {
/* Square twice, once for principled BSDF convention, and once for
* faster comparison in kernel with anisotropic roughness. */
kbackground->transparent_roughness_squared_threshold = sqr(sqr(transparent_roughness_threshold));
}
else {
kbackground->transparent_roughness_squared_threshold = -1.0f;
}
if(bg_shader->has_volume)
kbackground->volume_shader = kbackground->surface_shader;
else
kbackground->volume_shader = SHADER_NONE;
/* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
if(bg_shader->graph->nodes.size() <= 1) {
kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
}
/* Background present, check visibilities */
else {
if(!(visibility & PATH_RAY_DIFFUSE))
kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
if(!(visibility & PATH_RAY_GLOSSY))
kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
if(!(visibility & PATH_RAY_TRANSMIT))
kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
if(!(visibility & PATH_RAY_VOLUME_SCATTER))
kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
if(!(visibility & PATH_RAY_CAMERA))
kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
}
need_update = false;
}
void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
{
}
bool Background::modified(const Background& background)
{
return !Node::equals(background);
}
void Background::tag_update(Scene *scene)
{
scene->integrator->tag_update(scene);
need_update = true;
}
CCL_NAMESPACE_END