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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-07 22:59:23 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-07 22:59:23 +0400
commit58a290234b0719ce48854e2f6744575b353bf7d3 (patch)
tree8891bc5663c9b8e19cdaa2a1d58ec0e39ff3f2f3 /intern/cycles/kernel/kernel_light.h
parentb20a7e01d046b95a79663da1a8072358709a5a8b (diff)
Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission. The Light Path node here is still weak and does not give this info. To make that work we'd need to evaluate the shader multiple times which is slow and we can't detect well enough when it is actually needed.
Diffstat (limited to 'intern/cycles/kernel/kernel_light.h')
-rw-r--r--intern/cycles/kernel/kernel_light.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_light.h b/intern/cycles/kernel/kernel_light.h
index 9f198c6c595..4983122fb34 100644
--- a/intern/cycles/kernel/kernel_light.h
+++ b/intern/cycles/kernel/kernel_light.h
@@ -558,11 +558,11 @@ __device void light_sample(KernelGlobals *kg, float randt, float randu, float ra
if(prim >= 0) {
int object = __float_as_int(l.w);
#ifdef __HAIR__
- int segment = __float_as_int(l.z);
+ int segment = __float_as_int(l.z) & SHADER_MASK;
#endif
#ifdef __HAIR__
- if (segment != (int)~0)
+ if (segment != SHADER_MASK)
curve_segment_light_sample(kg, prim, object, segment, randu, randv, time, ls);
else
#endif
@@ -571,6 +571,7 @@ __device void light_sample(KernelGlobals *kg, float randt, float randu, float ra
/* compute incoming direction, distance and pdf */
ls->D = normalize_len(ls->P - P, &ls->t);
ls->pdf = triangle_light_pdf(kg, ls->Ng, -ls->D, ls->t);
+ ls->shader |= __float_as_int(l.z) & (~SHADER_MASK);
}
else {
int lamp = -prim-1;