forked from bartvdbraak/blender
117 lines
2.9 KiB
C++
117 lines
2.9 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 "background.h"
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#include "device.h"
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#include "integrator.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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ao_factor = 0.0f;
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ao_distance = FLT_MAX;
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use = true;
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visibility = PATH_RAY_ALL_VISIBILITY;
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shader = 0;
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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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if(use)
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shader = scene->default_background;
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else
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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 = 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(shader);
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if(scene->shaders[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(scene->shaders[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 !(transparent == background.transparent &&
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use == background.use &&
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ao_factor == background.ao_factor &&
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ao_distance == background.ao_distance &&
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visibility == background.visibility);
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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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