Blender V5.0
background.cpp
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1/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
2 *
3 * SPDX-License-Identifier: Apache-2.0 */
4
5#include "scene/background.h"
6#include "device/device.h"
7#include "scene/integrator.h"
8#include "scene/light.h"
9#include "scene/scene.h"
10#include "scene/shader.h"
11#include "scene/shader_graph.h"
12#include "scene/shader_nodes.h"
13#include "scene/stats.h"
14
15#include "util/math.h"
16#include "util/time.h"
17
19
21{
22 NodeType *type = NodeType::add("background", create);
23
24 SOCKET_BOOLEAN(use_shader, "Use Shader", true);
25 SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
26
27 SOCKET_BOOLEAN(transparent, "Transparent", false);
28 SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
29 SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
30
31 SOCKET_NODE(shader, "Shader", Shader::get_node_type());
32
33 SOCKET_STRING(lightgroup, "Light Group", ustring());
34
35 return type;
36}
37
38Background::Background() : Node(get_node_type())
39{
40 shader = nullptr;
41}
42
47
48void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
49{
50 if (!is_modified()) {
51 return;
52 }
53
54 const scoped_callback_timer timer([scene](double time) {
55 if (scene->update_stats) {
56 scene->update_stats->background.times.add_entry({"device_update", time});
57 }
58 });
59
60 device_free(device, dscene);
61
62 Shader *bg_shader = get_shader(scene);
63
64 /* set shader index and transparent option */
65 KernelBackground *kbackground = &dscene->data.background;
66
67 kbackground->transparent = transparent;
68 kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
69
70 if (transparent && transparent_glass) {
71 /* Square twice, once for principled BSDF convention, and once for
72 * faster comparison in kernel with anisotropic roughness. */
73 kbackground->transparent_roughness_squared_threshold = sqr(
74 sqr(transparent_roughness_threshold));
75 }
76 else {
77 kbackground->transparent_roughness_squared_threshold = -1.0f;
78 }
79
80 if (bg_shader->has_volume) {
81 kbackground->volume_shader = kbackground->surface_shader;
82 }
83 else {
84 kbackground->volume_shader = SHADER_NONE;
85 }
86
87 /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
88 if (bg_shader->graph->nodes.size() <= 1) {
89 kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
90 }
91 /* Background present, check visibilities */
92 else {
93 if (!(visibility & PATH_RAY_DIFFUSE)) {
94 kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
95 }
96 if (!(visibility & PATH_RAY_GLOSSY)) {
97 kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
98 }
99 if (!(visibility & PATH_RAY_TRANSMIT)) {
100 kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
101 }
102 if (!(visibility & PATH_RAY_VOLUME_SCATTER)) {
103 kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
104 }
105 if (!(visibility & PATH_RAY_CAMERA)) {
106 kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
107 }
108 }
109
110 /* Light group. */
111 auto it = scene->lightgroups.find(lightgroup);
112 if (it != scene->lightgroups.end()) {
113 kbackground->lightgroup = it->second;
114 }
115 else {
116 kbackground->lightgroup = LIGHTGROUP_NONE;
117 }
118
120}
121
122void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/) {}
123
125{
126 Shader *bg_shader = get_shader(scene);
127 if (bg_shader && bg_shader->is_modified()) {
128 /* Tag as modified to update the KernelBackground visibility information.
129 * We only tag the use_shader socket as modified as it is related to the shader
130 * and to avoid doing unnecessary updates anywhere else. */
131 tag_use_shader_modified();
132 }
133}
134
136{
137 return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty;
138}
139
NODE_DECLARE Background()
void device_update(Device *device, DeviceScene *dscene, Scene *scene)
void device_free(Device *device, DeviceScene *dscene)
Shader * get_shader(const Scene *scene)
void tag_update(Scene *scene)
~Background() override
KernelData data
Definition devicescene.h:94
bool has_volume
NODE_DECLARE unique_ptr< ShaderGraph > graph
#define SHADER_NONE
#define LIGHTGROUP_NONE
#define CCL_NAMESPACE_END
@ PATH_RAY_TRANSMIT
@ PATH_RAY_VOLUME_SCATTER
@ PATH_RAY_GLOSSY
@ PATH_RAY_ALL_VISIBILITY
@ PATH_RAY_DIFFUSE
@ PATH_RAY_CAMERA
@ SHADER_EXCLUDE_CAMERA
@ SHADER_EXCLUDE_DIFFUSE
@ SHADER_EXCLUDE_ANY
@ SHADER_EXCLUDE_SCATTER
@ SHADER_EXCLUDE_GLOSSY
@ SHADER_EXCLUDE_TRANSMIT
#define SOCKET_FLOAT(name, ui_name, default_value,...)
Definition node_type.h:211
#define SOCKET_NODE(name, ui_name, node_type,...)
Definition node_type.h:240
#define SOCKET_UINT(name, ui_name, default_value,...)
Definition node_type.h:207
#define NODE_DEFINE(structname)
Definition node_type.h:152
#define SOCKET_BOOLEAN(name, ui_name, default_value,...)
Definition node_type.h:203
#define SOCKET_STRING(name, ui_name, default_value,...)
Definition node_type.h:223
#define sqr
static NodeType * add(const char *name, CreateFunc create, Type type=NONE, const NodeType *base=nullptr)
void dereference_all_used_nodes()
void clear_modified()
bool is_modified() const
Node(const NodeType *type, ustring name=ustring())
unique_ptr< SceneUpdateStats > update_stats
Definition scene.h:175
Shader * default_empty
Definition scene.h:161
Shader * default_background
Definition scene.h:160
unique_ptr< ShaderManager > shader_manager
Definition scene.h:148
map< ustring, int > lightgroups
Definition scene.h:120
wmTimer * timer