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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-07-03 01:03:16 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-07-03 01:03:16 +0400
commit65cbcde831d4dcefcc92abdc63d9fe785e6cff4c (patch)
treea2f2f5900b618d39c11ce1071f4e2cbebc9743d3 /intern
parent4848ca09c0275c979b35471e6d0d481a54b464c9 (diff)
Fix cycles world ray visibility not working correct with multiple importance
sampling.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/light.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 5ac21ed5996..276647e6b2f 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -16,6 +16,7 @@
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
+#include "background.h"
#include "device.h"
#include "integrator.h"
#include "film.h"
@@ -568,9 +569,24 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_BACKGROUND) {
+ uint visibility = scene->background->visibility;
+
shader_id &= ~SHADER_AREA_LIGHT;
shader_id |= SHADER_USE_MIS;
+ if(!(visibility & PATH_RAY_DIFFUSE)) {
+ shader_id |= SHADER_EXCLUDE_DIFFUSE;
+ use_light_visibility = true;
+ }
+ if(!(visibility & PATH_RAY_GLOSSY)) {
+ shader_id |= SHADER_EXCLUDE_GLOSSY;
+ use_light_visibility = true;
+ }
+ if(!(visibility & PATH_RAY_TRANSMIT)) {
+ shader_id |= SHADER_EXCLUDE_TRANSMIT;
+ use_light_visibility = true;
+ }
+
light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);