1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#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
|