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blender-archive/intern/cycles/render/bake.cpp
Kévin Dietrich 1da0685076 Cycles: add a Pass Node
The Pass struct is now a Node and the passes are moved from the Film
class to the Scene class.

The Pass Node only has `type` and `name` as sockets as those seem to be
the only properties settable by exporters (other properties are implicit
and depend on the pass type).

This is part of T79131.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8591
2020-08-18 14:28:59 +02:00

155 lines
3.9 KiB
C++

/*
* Copyright 2011-2014 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/bake.h"
#include "render/buffers.h"
#include "render/integrator.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/shader.h"
#include "util/util_foreach.h"
CCL_NAMESPACE_BEGIN
static int aa_samples(Scene *scene, Object *object, ShaderEvalType type)
{
if (type == SHADER_EVAL_UV || type == SHADER_EVAL_ROUGHNESS) {
return 1;
}
else if (type == SHADER_EVAL_NORMAL) {
/* Only antialias normal if mesh has bump mapping. */
if (object->geometry) {
foreach (Shader *shader, object->geometry->used_shaders) {
if (shader->has_bump) {
return scene->integrator->aa_samples;
}
}
}
return 1;
}
else {
return scene->integrator->aa_samples;
}
}
/* Keep it synced with kernel_bake.h logic */
static int shader_type_to_pass_filter(ShaderEvalType type, int pass_filter)
{
const int component_flags = pass_filter &
(BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT | BAKE_FILTER_COLOR);
switch (type) {
case SHADER_EVAL_AO:
return BAKE_FILTER_AO;
case SHADER_EVAL_SHADOW:
return BAKE_FILTER_DIRECT;
case SHADER_EVAL_DIFFUSE:
return BAKE_FILTER_DIFFUSE | component_flags;
case SHADER_EVAL_GLOSSY:
return BAKE_FILTER_GLOSSY | component_flags;
case SHADER_EVAL_TRANSMISSION:
return BAKE_FILTER_TRANSMISSION | component_flags;
case SHADER_EVAL_COMBINED:
return pass_filter;
default:
return 0;
}
}
BakeManager::BakeManager()
{
type = SHADER_EVAL_BAKE;
pass_filter = 0;
need_update = true;
}
BakeManager::~BakeManager()
{
}
bool BakeManager::get_baking()
{
return !object_name.empty();
}
void BakeManager::set(Scene *scene,
const std::string &object_name_,
ShaderEvalType type_,
int pass_filter_)
{
object_name = object_name_;
type = type_;
pass_filter = shader_type_to_pass_filter(type_, pass_filter_);
Pass::add(PASS_BAKE_PRIMITIVE, scene->passes);
Pass::add(PASS_BAKE_DIFFERENTIAL, scene->passes);
if (type == SHADER_EVAL_UV) {
/* force UV to be available */
Pass::add(PASS_UV, scene->passes);
}
/* force use_light_pass to be true if we bake more than just colors */
if (pass_filter & ~BAKE_FILTER_COLOR) {
Pass::add(PASS_LIGHT, scene->passes);
}
/* create device and update scene */
scene->film->tag_update(scene);
scene->integrator->tag_update(scene);
need_update = true;
}
void BakeManager::device_update(Device * /*device*/,
DeviceScene *dscene,
Scene *scene,
Progress & /* progress */)
{
if (!need_update)
return;
KernelIntegrator *kintegrator = &dscene->data.integrator;
KernelBake *kbake = &dscene->data.bake;
kbake->type = type;
kbake->pass_filter = pass_filter;
int object_index = 0;
foreach (Object *object, scene->objects) {
const Geometry *geom = object->geometry;
if (object->name == object_name && geom->type == Geometry::MESH) {
kbake->object_index = object_index;
kbake->tri_offset = geom->prim_offset;
kintegrator->aa_samples = aa_samples(scene, object, type);
break;
}
object_index++;
}
need_update = false;
}
void BakeManager::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
{
}
CCL_NAMESPACE_END