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blender-archive/intern/cycles/render/background.cpp
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

141 lines
4.2 KiB
C++

/*
* 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 "render/background.h"
#include "device/device.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/nodes.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/stats.h"
#include "util/util_foreach.h"
#include "util/util_math.h"
#include "util/util_time.h"
#include "util/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