/* * 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