/* * 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. */ #ifndef __BACKGROUND_H__ #define __BACKGROUND_H__ #include "graph/node.h" #include "util/util_types.h" CCL_NAMESPACE_BEGIN class Device; class DeviceScene; class Scene; class Shader; class Background : public Node { public: NODE_DECLARE NODE_SOCKET_API(float, ao_factor) NODE_SOCKET_API(float, ao_distance) NODE_SOCKET_API(bool, use_shader) NODE_SOCKET_API(bool, use_ao) NODE_SOCKET_API(uint, visibility) NODE_SOCKET_API(Shader *, shader) NODE_SOCKET_API(bool, transparent) NODE_SOCKET_API(bool, transparent_glass) NODE_SOCKET_API(float, transparent_roughness_threshold) NODE_SOCKET_API(float, volume_step_size) Background(); ~Background(); void device_update(Device *device, DeviceScene *dscene, Scene *scene); void device_free(Device *device, DeviceScene *dscene); void tag_update(Scene *scene); Shader *get_shader(const Scene *scene); }; CCL_NAMESPACE_END #endif /* __BACKGROUND_H__ */