/* * 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