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
155 lines
3.9 KiB
C++
155 lines
3.9 KiB
C++
/*
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* Copyright 2011-2014 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "render/bake.h"
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#include "render/buffers.h"
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#include "render/integrator.h"
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#include "render/mesh.h"
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#include "render/object.h"
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#include "render/shader.h"
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#include "util/util_foreach.h"
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CCL_NAMESPACE_BEGIN
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static int aa_samples(Scene *scene, Object *object, ShaderEvalType type)
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{
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if (type == SHADER_EVAL_UV || type == SHADER_EVAL_ROUGHNESS) {
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return 1;
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}
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else if (type == SHADER_EVAL_NORMAL) {
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/* Only antialias normal if mesh has bump mapping. */
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if (object->geometry) {
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foreach (Shader *shader, object->geometry->used_shaders) {
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if (shader->has_bump) {
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return scene->integrator->aa_samples;
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}
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}
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}
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return 1;
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}
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else {
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return scene->integrator->aa_samples;
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}
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}
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/* Keep it synced with kernel_bake.h logic */
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static int shader_type_to_pass_filter(ShaderEvalType type, int pass_filter)
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{
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const int component_flags = pass_filter &
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(BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT | BAKE_FILTER_COLOR);
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switch (type) {
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case SHADER_EVAL_AO:
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return BAKE_FILTER_AO;
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case SHADER_EVAL_SHADOW:
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return BAKE_FILTER_DIRECT;
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case SHADER_EVAL_DIFFUSE:
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return BAKE_FILTER_DIFFUSE | component_flags;
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case SHADER_EVAL_GLOSSY:
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return BAKE_FILTER_GLOSSY | component_flags;
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case SHADER_EVAL_TRANSMISSION:
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return BAKE_FILTER_TRANSMISSION | component_flags;
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case SHADER_EVAL_COMBINED:
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return pass_filter;
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default:
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return 0;
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}
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}
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BakeManager::BakeManager()
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{
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type = SHADER_EVAL_BAKE;
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pass_filter = 0;
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need_update = true;
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}
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BakeManager::~BakeManager()
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{
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}
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bool BakeManager::get_baking()
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{
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return !object_name.empty();
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}
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void BakeManager::set(Scene *scene,
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const std::string &object_name_,
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ShaderEvalType type_,
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int pass_filter_)
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{
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object_name = object_name_;
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type = type_;
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pass_filter = shader_type_to_pass_filter(type_, pass_filter_);
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Pass::add(PASS_BAKE_PRIMITIVE, scene->passes);
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Pass::add(PASS_BAKE_DIFFERENTIAL, scene->passes);
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if (type == SHADER_EVAL_UV) {
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/* force UV to be available */
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Pass::add(PASS_UV, scene->passes);
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}
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/* force use_light_pass to be true if we bake more than just colors */
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if (pass_filter & ~BAKE_FILTER_COLOR) {
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Pass::add(PASS_LIGHT, scene->passes);
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}
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/* create device and update scene */
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scene->film->tag_update(scene);
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scene->integrator->tag_update(scene);
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need_update = true;
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}
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void BakeManager::device_update(Device * /*device*/,
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DeviceScene *dscene,
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Scene *scene,
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Progress & /* progress */)
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{
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if (!need_update)
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return;
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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KernelBake *kbake = &dscene->data.bake;
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kbake->type = type;
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kbake->pass_filter = pass_filter;
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int object_index = 0;
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foreach (Object *object, scene->objects) {
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const Geometry *geom = object->geometry;
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if (object->name == object_name && geom->type == Geometry::MESH) {
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kbake->object_index = object_index;
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kbake->tri_offset = geom->prim_offset;
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kintegrator->aa_samples = aa_samples(scene, object, type);
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break;
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}
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object_index++;
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}
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need_update = false;
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}
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void BakeManager::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
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{
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}
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CCL_NAMESPACE_END
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