diff options
Diffstat (limited to 'intern/cycles/scene/background.cpp')
-rw-r--r-- | intern/cycles/scene/background.cpp | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/intern/cycles/scene/background.cpp b/intern/cycles/scene/background.cpp new file mode 100644 index 00000000000..72dccc6f9a8 --- /dev/null +++ b/intern/cycles/scene/background.cpp @@ -0,0 +1,140 @@ +/* + * 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 "scene/background.h" +#include "device/device.h" +#include "scene/integrator.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" +#include "scene/stats.h" + +#include "util/foreach.h" +#include "util/math.h" +#include "util/time.h" +#include "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 |