Static initialization order was not guaranteed to be correct for node base types. Now wrap all initialization in accessor functions to ensure the order is correct. Did not cause any known bug on Linux/macOS/Windows, but showed up on this platform.
144 lines
4.3 KiB
C++
144 lines
4.3 KiB
C++
/*
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* Copyright 2011-2013 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/background.h"
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#include "device/device.h"
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#include "render/graph.h"
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#include "render/integrator.h"
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#include "render/nodes.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/stats.h"
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#include "util/util_foreach.h"
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#include "util/util_math.h"
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#include "util/util_time.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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NODE_DEFINE(Background)
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{
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NodeType *type = NodeType::add("background", create);
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SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
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SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
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SOCKET_BOOLEAN(use_shader, "Use Shader", true);
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SOCKET_BOOLEAN(use_ao, "Use AO", false);
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SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
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SOCKET_BOOLEAN(transparent, "Transparent", false);
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SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
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SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
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SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f);
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SOCKET_NODE(shader, "Shader", Shader::get_node_type());
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return type;
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}
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Background::Background() : Node(get_node_type())
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{
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shader = NULL;
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}
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Background::~Background()
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{
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}
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void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if (!is_modified())
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return;
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scoped_callback_timer timer([scene](double time) {
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if (scene->update_stats) {
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scene->update_stats->background.times.add_entry({"device_update", time});
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}
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});
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device_free(device, dscene);
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Shader *bg_shader = get_shader(scene);
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/* set shader index and transparent option */
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KernelBackground *kbackground = &dscene->data.background;
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kbackground->ao_factor = (use_ao) ? ao_factor : 0.0f;
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kbackground->ao_bounces_factor = ao_factor;
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kbackground->ao_distance = ao_distance;
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kbackground->transparent = transparent;
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kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
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if (transparent && transparent_glass) {
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/* Square twice, once for principled BSDF convention, and once for
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* faster comparison in kernel with anisotropic roughness. */
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kbackground->transparent_roughness_squared_threshold = sqr(
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sqr(transparent_roughness_threshold));
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}
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else {
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kbackground->transparent_roughness_squared_threshold = -1.0f;
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}
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if (bg_shader->has_volume)
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kbackground->volume_shader = kbackground->surface_shader;
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else
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kbackground->volume_shader = SHADER_NONE;
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kbackground->volume_step_size = volume_step_size * scene->integrator->get_volume_step_rate();
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/* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
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if (bg_shader->graph->nodes.size() <= 1) {
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kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
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}
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/* Background present, check visibilities */
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else {
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if (!(visibility & PATH_RAY_DIFFUSE))
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kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
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if (!(visibility & PATH_RAY_GLOSSY))
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kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
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if (!(visibility & PATH_RAY_TRANSMIT))
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kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
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if (!(visibility & PATH_RAY_VOLUME_SCATTER))
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kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
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if (!(visibility & PATH_RAY_CAMERA))
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kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
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}
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clear_modified();
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}
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void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
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{
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}
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void Background::tag_update(Scene *scene)
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{
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if (ao_factor_is_modified() || use_ao_is_modified()) {
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scene->integrator->tag_update(scene, Integrator::BACKGROUND_AO_MODIFIED);
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}
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}
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Shader *Background::get_shader(const Scene *scene)
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{
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return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty;
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}
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CCL_NAMESPACE_END
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