
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
71 lines
1.6 KiB
C++
71 lines
1.6 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "background.h"
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#include "device.h"
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#include "graph.h"
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#include "nodes.h"
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#include "scene.h"
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#include "shader.h"
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#include "util_foreach.h"
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#include "util_math.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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Background::Background()
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{
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need_update = true;
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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(!need_update)
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return;
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device_free(device, dscene);
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/* set shader index */
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KernelBackground *kbackground = &dscene->data.background;
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kbackground->shader = scene->shader_manager->get_shader_id(scene->default_background);
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need_update = false;
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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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bool Background::modified(const Background& background)
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{
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return false;
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}
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void Background::tag_update(Scene *scene)
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{
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need_update = true;
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}
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CCL_NAMESPACE_END
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