diff options
Diffstat (limited to 'intern/cycles/render/background.cpp')
-rw-r--r-- | intern/cycles/render/background.cpp | 140 |
1 files changed, 0 insertions, 140 deletions
diff --git a/intern/cycles/render/background.cpp b/intern/cycles/render/background.cpp deleted file mode 100644 index ae6290ac27b..00000000000 --- a/intern/cycles/render/background.cpp +++ /dev/null @@ -1,140 +0,0 @@ -/* - * 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/graph.h" -#include "render/integrator.h" -#include "render/nodes.h" -#include "render/scene.h" -#include "render/shader.h" -#include "render/stats.h" - -#include "util/util_foreach.h" -#include "util/util_math.h" -#include "util/util_time.h" -#include "util/util_types.h" - -CCL_NAMESPACE_BEGIN - -NODE_DEFINE(Background) -{ - NodeType *type = NodeType::add("background", create); - - SOCKET_BOOLEAN(use_shader, "Use Shader", true); - 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_FLOAT(volume_step_size, "Volume Step Size", 0.1f); - - SOCKET_NODE(shader, "Shader", Shader::get_node_type()); - - return type; -} - -Background::Background() : Node(get_node_type()) -{ - shader = NULL; -} - -Background::~Background() -{ - dereference_all_used_nodes(); -} - -void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene) -{ - if (!is_modified()) - return; - - scoped_callback_timer timer([scene](double time) { - if (scene->update_stats) { - scene->update_stats->background.times.add_entry({"device_update", time}); - } - }); - - device_free(device, dscene); - - Shader *bg_shader = get_shader(scene); - - /* set shader index and transparent option */ - KernelBackground *kbackground = &dscene->data.background; - - 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; - - kbackground->volume_step_size = volume_step_size * scene->integrator->get_volume_step_rate(); - - /* 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; - } - - clear_modified(); -} - -void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/) -{ -} - -void Background::tag_update(Scene *scene) -{ - Shader *bg_shader = get_shader(scene); - if (bg_shader && bg_shader->is_modified()) { - /* Tag as modified to update the KernelBackground visibility information. - * We only tag the use_shader socket as modified as it is related to the shader - * and to avoid doing unnecessary updates anywhere else. */ - tag_use_shader_modified(); - } -} - -Shader *Background::get_shader(const Scene *scene) -{ - return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty; -} - -CCL_NAMESPACE_END |