When the strength is initially set to zero, the shader graph is optimized out to remove any node which will not be executed because of this, which removes pretty much every single node, except for the output. As the graph is empty, the world shader is made invisible to rays so it is not evaluated in the kernel. However, when the strength is then modified, the Background is not updated as the modification happens on the Shader Node and not on the Background Node, so it is never tagged as modified. To fix this, we need to tag the Background as modified when its shader is also modified so the Kernel data is properly updated. Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
152 lines
4.6 KiB
C++
152 lines
4.6 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_FLOAT(ao_factor, "AO Factor", 0.0f);
|
|
SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
|
|
|
|
SOCKET_BOOLEAN(use_shader, "Use Shader", true);
|
|
SOCKET_BOOLEAN(use_ao, "Use AO", false);
|
|
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()
|
|
{
|
|
}
|
|
|
|
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->ao_factor = (use_ao) ? ao_factor : 0.0f;
|
|
kbackground->ao_bounces_factor = ao_factor;
|
|
kbackground->ao_distance = ao_distance;
|
|
|
|
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();
|
|
}
|
|
|
|
if (ao_factor_is_modified() || use_ao_is_modified()) {
|
|
scene->integrator->tag_update(scene, Integrator::BACKGROUND_AO_MODIFIED);
|
|
}
|
|
}
|
|
|
|
Shader *Background::get_shader(const Scene *scene)
|
|
{
|
|
return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|