diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-06-08 17:43:38 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-06-08 17:43:38 +0400 |
commit | 0a54311450a727c891165ed2b32cda4589b4bd6f (patch) | |
tree | d73dcd081effc8d1402cf666c9460cac66ec5d29 | |
parent | e2c02c47ad2489a63bea01f4bf5c876bdcee1c41 (diff) |
Fix #35672: missing update when changing light ray visibility during viewport render.
-rw-r--r-- | intern/cycles/render/light.cpp | 21 | ||||
-rw-r--r-- | intern/cycles/render/light.h | 1 |
2 files changed, 15 insertions, 7 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 71e1f57eb36..1d48ae8f87d 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -135,6 +135,7 @@ void Light::tag_update(Scene *scene) LightManager::LightManager() { need_update = true; + use_light_visibility = false; } LightManager::~LightManager() @@ -232,15 +233,15 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen if(!(object->visibility & PATH_RAY_DIFFUSE)) { shader_id |= SHADER_EXCLUDE_DIFFUSE; - scene->film->use_light_visibility = true; + use_light_visibility = true; } if(!(object->visibility & PATH_RAY_GLOSSY)) { shader_id |= SHADER_EXCLUDE_GLOSSY; - scene->film->use_light_visibility = true; + use_light_visibility = true; } if(!(object->visibility & PATH_RAY_TRANSMIT)) { shader_id |= SHADER_EXCLUDE_TRANSMIT; - scene->film->use_light_visibility = true; + use_light_visibility = true; } for(size_t i = 0; i < mesh->triangles.size(); i++) { @@ -511,7 +512,6 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce } } } - scene->film->use_light_visibility = false; for(size_t i = 0; i < scene->lights.size(); i++) { Light *light = scene->lights[i]; @@ -525,15 +525,15 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce if(!light->use_diffuse) { shader_id |= SHADER_EXCLUDE_DIFFUSE; - scene->film->use_light_visibility = true; + use_light_visibility = true; } if(!light->use_glossy) { shader_id |= SHADER_EXCLUDE_GLOSSY; - scene->film->use_light_visibility = true; + use_light_visibility = true; } if(!light->use_transmission) { shader_id |= SHADER_EXCLUDE_TRANSMIT; - scene->film->use_light_visibility = true; + use_light_visibility = true; } if(light->type == LIGHT_POINT) { @@ -618,6 +618,8 @@ void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *sce device_free(device, dscene); + use_light_visibility = false; + device_update_points(device, dscene, scene); if(progress.get_cancel()) return; @@ -627,6 +629,11 @@ void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *sce device_update_background(device, dscene, scene, progress); if(progress.get_cancel()) return; + if(use_light_visibility != scene->film->use_light_visibility) { + scene->film->use_light_visibility = use_light_visibility; + scene->film->tag_update(scene); + } + need_update = false; } diff --git a/intern/cycles/render/light.h b/intern/cycles/render/light.h index 0e833fdea1d..5b8d3c1d738 100644 --- a/intern/cycles/render/light.h +++ b/intern/cycles/render/light.h @@ -65,6 +65,7 @@ public: class LightManager { public: + bool use_light_visibility; bool need_update; LightManager(); |