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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-28 00:37:24 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-28 00:37:24 +0400
commitcdee3435c67abebb633cb09410c4a87d42ff61e3 (patch)
tree9647e36a3661caab918e7726a5971b58b444d403 /intern/cycles/render/light.cpp
parent136d27b350355232ebe4d0a13427777445334b05 (diff)
Cycles: internal changes that should have no effect on user level yet, added
shader flags for various purposes, and some code for light types other than points.
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r--intern/cycles/render/light.cpp72
1 files changed, 58 insertions, 14 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index b13cab55404..74943fd0ff7 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -32,8 +32,19 @@ CCL_NAMESPACE_BEGIN
Light::Light()
{
+ type = LIGHT_POINT;
+
co = make_float3(0.0f, 0.0f, 0.0f);
- radius = 0.0f;
+
+ dir = make_float3(0.0f, 0.0f, 0.0f);
+ size = 0.0f;
+
+ axisu = make_float3(0.0f, 0.0f, 0.0f);
+ sizeu = 1.0f;
+ axisv = make_float3(0.0f, 0.0f, 0.0f);
+ sizev = 1.0f;
+
+ cast_shadow = true;
shader = 0;
}
@@ -68,7 +79,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
/* skip if we have no emission shaders */
foreach(uint sindex, mesh->used_shaders) {
- if(scene->shaders[sindex]->has_surface_emission) {
+ Shader *shader = scene->shaders[sindex];
+
+ if(shader->sample_as_light && shader->has_surface_emission) {
have_emission = true;
break;
}
@@ -79,7 +92,7 @@ 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->has_surface_emission)
+ if(shader->sample_as_light && shader->has_surface_emission)
num_triangles++;
}
}
@@ -104,7 +117,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
/* skip if we have no emission shaders */
foreach(uint sindex, mesh->used_shaders) {
- if(scene->shaders[sindex]->has_surface_emission) {
+ Shader *shader = scene->shaders[sindex];
+
+ if(shader->sample_as_light && shader->has_surface_emission) {
have_emission = true;
break;
}
@@ -118,7 +133,7 @@ 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->has_surface_emission) {
+ if(shader->sample_as_light && shader->has_surface_emission) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(i + mesh->tri_offset);
distribution[offset].z = 1.0f;
@@ -150,7 +165,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(-i-1);
distribution[offset].z = 1.0f;
- distribution[offset].w = scene->lights[i]->radius;
+ distribution[offset].w = scene->lights[i]->size;
totarea += lightarea;
}
}
@@ -171,9 +186,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
/* update device */
KernelIntegrator *kintegrator = &dscene->data.integrator;
- kintegrator->use_emission = (totarea > 0.0f) || (multi_light && num_lights);
+ kintegrator->use_direct_light = (totarea > 0.0f) || (multi_light && num_lights);
- if(kintegrator->use_emission) {
+ if(kintegrator->use_direct_light) {
/* number of emissives */
kintegrator->num_distribution = (totarea > 0.0f)? num_distribution: 0;
@@ -219,16 +234,45 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
if(scene->lights.size() == 0)
return;
- float4 *light_point = dscene->light_point.resize(scene->lights.size());
+ float4 *light_data = dscene->light_data.resize(scene->lights.size()*LIGHT_SIZE);
for(size_t i = 0; i < scene->lights.size(); i++) {
- float3 co = scene->lights[i]->co;
+ Light *light = scene->lights[i];
+ float3 co = light->co;
+ float3 dir = normalize(light->dir);
int shader_id = scene->shader_manager->get_shader_id(scene->lights[i]->shader);
- light_point[i] = make_float4(co.x, co.y, co.z, __int_as_float(shader_id));
+ if(!light->cast_shadow)
+ shader_id &= ~SHADER_CAST_SHADOW;
+
+ if(light->type == LIGHT_POINT) {
+ shader_id &= ~SHADER_AREA_LIGHT;
+
+ light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z);
+ light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), light->size, 0.0f, 0.0f);
+ light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ light_data[i*LIGHT_SIZE + 3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+ else if(light->type == LIGHT_DISTANT) {
+ shader_id &= ~SHADER_AREA_LIGHT;
+
+ light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), dir.x, dir.y, dir.z);
+ light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), light->size, 0.0f, 0.0f);
+ light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ light_data[i*LIGHT_SIZE + 3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+ else if(light->type == LIGHT_AREA) {
+ float3 axisu = light->axisu*(light->sizeu*light->size);
+ float3 axisv = light->axisv*(light->sizev*light->size);
+
+ light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z);
+ light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), axisu.x, axisu.y, axisu.z);
+ light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, axisv.x, axisv.y, axisv.z);
+ light_data[i*LIGHT_SIZE + 3] = make_float4(0.0f, dir.x, dir.y, dir.z);
+ }
}
- device->tex_alloc("__light_point", dscene->light_point);
+ device->tex_alloc("__light_data", dscene->light_data);
}
void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
@@ -250,10 +294,10 @@ void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *sce
void LightManager::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->light_distribution);
- device->tex_free(dscene->light_point);
+ device->tex_free(dscene->light_data);
dscene->light_distribution.clear();
- dscene->light_point.clear();
+ dscene->light_data.clear();
}
void LightManager::tag_update(Scene *scene)