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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/render
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/render')
-rw-r--r--intern/cycles/render/film.cpp4
-rw-r--r--intern/cycles/render/film.h2
-rw-r--r--intern/cycles/render/light.cpp38
-rw-r--r--intern/cycles/render/light.h3
4 files changed, 43 insertions, 4 deletions
diff --git a/intern/cycles/render/film.cpp b/intern/cycles/render/film.cpp
index 1fe30376adc..43aef755ba3 100644
--- a/intern/cycles/render/film.cpp
+++ b/intern/cycles/render/film.cpp
@@ -259,6 +259,8 @@ Film::Film()
mist_depth = 100.0f;
mist_falloff = 1.0f;
+ use_light_visibility = false;
+
need_update = true;
}
@@ -279,7 +281,7 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
kfilm->exposure = exposure;
kfilm->pass_flag = 0;
kfilm->pass_stride = 0;
- kfilm->use_light_pass = 0;
+ kfilm->use_light_pass = use_light_visibility;
foreach(Pass& pass, passes) {
kfilm->pass_flag |= pass.type;
diff --git a/intern/cycles/render/film.h b/intern/cycles/render/film.h
index 1df0e95a48a..0147306c1e3 100644
--- a/intern/cycles/render/film.h
+++ b/intern/cycles/render/film.h
@@ -61,6 +61,8 @@ public:
float mist_depth;
float mist_falloff;
+ bool use_light_visibility;
+
bool need_update;
Film();
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 1d2acf79b6c..71e1f57eb36 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -18,6 +18,7 @@
#include "device.h"
#include "integrator.h"
+#include "film.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
@@ -116,6 +117,9 @@ Light::Light()
cast_shadow = true;
use_mis = false;
+ use_diffuse = true;
+ use_glossy = true;
+ use_transmission = true;
shader = 0;
samples = 1;
@@ -221,17 +225,31 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
bool transform_applied = mesh->transform_applied;
Transform tfm = object->tfm;
int object_id = j;
+ int shader_id = SHADER_MASK;
if(transform_applied)
object_id = ~object_id;
+ if(!(object->visibility & PATH_RAY_DIFFUSE)) {
+ shader_id |= SHADER_EXCLUDE_DIFFUSE;
+ scene->film->use_light_visibility = true;
+ }
+ if(!(object->visibility & PATH_RAY_GLOSSY)) {
+ shader_id |= SHADER_EXCLUDE_GLOSSY;
+ scene->film->use_light_visibility = true;
+ }
+ if(!(object->visibility & PATH_RAY_TRANSMIT)) {
+ shader_id |= SHADER_EXCLUDE_TRANSMIT;
+ scene->film->use_light_visibility = true;
+ }
+
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) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(i + mesh->tri_offset);
- distribution[offset].z = __int_as_float(~0);
+ distribution[offset].z = __int_as_float(shader_id);
distribution[offset].w = __int_as_float(object_id);
offset++;
@@ -250,7 +268,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
}
}
- /*sample as light disabled for strands*/
+ /* sample as light disabled for strands */
#if 0
size_t i = 0;
@@ -262,7 +280,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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
- distribution[offset].z = __int_as_float(j);
+ distribution[offset].z = __int_as_float(j) & SHADER_MASK;
distribution[offset].w = __int_as_float(object_id);
offset++;
@@ -493,6 +511,7 @@ 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];
@@ -504,6 +523,19 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
if(!light->cast_shadow)
shader_id &= ~SHADER_CAST_SHADOW;
+ if(!light->use_diffuse) {
+ shader_id |= SHADER_EXCLUDE_DIFFUSE;
+ scene->film->use_light_visibility = true;
+ }
+ if(!light->use_glossy) {
+ shader_id |= SHADER_EXCLUDE_GLOSSY;
+ scene->film->use_light_visibility = true;
+ }
+ if(!light->use_transmission) {
+ shader_id |= SHADER_EXCLUDE_TRANSMIT;
+ scene->film->use_light_visibility = true;
+ }
+
if(light->type == LIGHT_POINT) {
shader_id &= ~SHADER_AREA_LIGHT;
diff --git a/intern/cycles/render/light.h b/intern/cycles/render/light.h
index acd1692a41f..0e833fdea1d 100644
--- a/intern/cycles/render/light.h
+++ b/intern/cycles/render/light.h
@@ -53,6 +53,9 @@ public:
bool cast_shadow;
bool use_mis;
+ bool use_diffuse;
+ bool use_glossy;
+ bool use_transmission;
int shader;
int samples;