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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-18 13:36:00 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-18 13:36:00 +0400
commit9131adca9f748f794c18c71d36f830a961c218b4 (patch)
tree42cf5890e0e1b34658967821a542667a7c3b08a8 /intern/cycles/render/light.cpp
parent943388183d2b3a4503799b0e3c09f34e9be7d85f (diff)
Cycles: add "Transparent Shadow" option for materials, to disable them per material.
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r--intern/cycles/render/light.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 1d48ae8f87d..2f92b957929 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -164,7 +164,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
foreach(uint sindex, mesh->used_shaders) {
Shader *shader = scene->shaders[sindex];
- if(shader->sample_as_light && shader->has_surface_emission) {
+ if(shader->use_mis && shader->has_surface_emission) {
have_emission = true;
break;
}
@@ -175,7 +175,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Shader *shader = scene->shaders[mesh->shader[i]];
- if(shader->sample_as_light && shader->has_surface_emission)
+ if(shader->use_mis && shader->has_surface_emission)
num_triangles++;
}
@@ -184,7 +184,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
foreach(Mesh::Curve& curve, mesh->curves) {
Shader *shader = scene->shaders[curve.shader];
- if(shader->sample_as_light && shader->has_surface_emission)
+ if(shader->use_mis && shader->has_surface_emission)
num_curve_segments += curve.num_segments();
#endif
}
@@ -215,7 +215,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
foreach(uint sindex, mesh->used_shaders) {
Shader *shader = scene->shaders[sindex];
- if(shader->sample_as_light && shader->has_surface_emission) {
+ if(shader->use_mis && shader->has_surface_emission) {
have_emission = true;
break;
}
@@ -247,7 +247,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Shader *shader = scene->shaders[mesh->shader[i]];
- if(shader->sample_as_light && shader->has_surface_emission) {
+ if(shader->use_mis && shader->has_surface_emission) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(i + mesh->tri_offset);
distribution[offset].z = __int_as_float(shader_id);
@@ -277,7 +277,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
Shader *shader = scene->shaders[curve.shader];
int first_key = curve.first_key;
- if(shader->sample_as_light && shader->has_surface_emission) {
+ if(shader->use_mis && shader->has_surface_emission) {
for(int j = 0; j < curve.num_segments(); j++) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(i + mesh->curve_offset); // XXX fix kernel code