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Diffstat (limited to 'intern/cycles/scene/background.cpp')
-rw-r--r--intern/cycles/scene/background.cpp140
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