diff options
author | Thomas Dinges <blender@dingto.org> | 2013-07-04 02:12:42 +0400 |
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committer | Thomas Dinges <blender@dingto.org> | 2013-07-04 02:12:42 +0400 |
commit | e7fc69bdfd06f9fda7ddbcf53f26fee0b81abf8d (patch) | |
tree | 1b2c2ed06269d15be21188e828b7310ee7488730 /intern | |
parent | 3a6e382d4aef6ad4bcba8a482d6d5fb5f96a6618 (diff) | |
parent | 374383997cc2dc36819eb0ec125d6a2d06809f71 (diff) |
Merged revision(s) 57908-57978 from trunk/blender into soc-2013-dingto.
Diffstat (limited to 'intern')
-rw-r--r-- | intern/audaspace/jack/AUD_JackLibrary.cpp | 2 | ||||
-rw-r--r-- | intern/audaspace/jack/AUD_JackLibrary.h | 2 | ||||
-rw-r--r-- | intern/cycles/render/light.cpp | 16 |
3 files changed, 18 insertions, 2 deletions
diff --git a/intern/audaspace/jack/AUD_JackLibrary.cpp b/intern/audaspace/jack/AUD_JackLibrary.cpp index 59c10397c48..63306ee0b15 100644 --- a/intern/audaspace/jack/AUD_JackLibrary.cpp +++ b/intern/audaspace/jack/AUD_JackLibrary.cpp @@ -22,7 +22,7 @@ * ***** END GPL LICENSE BLOCK ***** */ -/** \file audaspace/jack/AUD_JacLibrary.cpp +/** \file audaspace/jack/AUD_JackLibrary.cpp * \ingroup audjack */ diff --git a/intern/audaspace/jack/AUD_JackLibrary.h b/intern/audaspace/jack/AUD_JackLibrary.h index c4f50796381..2a737a1a4e2 100644 --- a/intern/audaspace/jack/AUD_JackLibrary.h +++ b/intern/audaspace/jack/AUD_JackLibrary.h @@ -22,7 +22,7 @@ * ***** END GPL LICENSE BLOCK ***** */ -/** \file audaspace/jack/AUD_JacLibrary.cpp +/** \file audaspace/jack/AUD_JackLibrary.cpp * \ingroup audjack */ 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); |