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Diffstat (limited to 'intern/cycles/blender/blender_light.cpp')
-rw-r--r--intern/cycles/blender/blender_light.cpp106
1 files changed, 53 insertions, 53 deletions
diff --git a/intern/cycles/blender/blender_light.cpp b/intern/cycles/blender/blender_light.cpp
index 117e9214e5a..6c9f61e6caa 100644
--- a/intern/cycles/blender/blender_light.cpp
+++ b/intern/cycles/blender/blender_light.cpp
@@ -42,7 +42,7 @@ void BlenderSync::sync_light(BL::Object &b_parent,
if (!light_map.add_or_update(scene, &light, b_ob, b_parent, key)) {
Shader *shader;
if (!shader_map.add_or_update(scene, &shader, b_light)) {
- if (light->is_portal)
+ if (light->get_is_portal())
*use_portal = true;
return;
}
@@ -52,16 +52,16 @@ void BlenderSync::sync_light(BL::Object &b_parent,
switch (b_light.type()) {
case BL::Light::type_POINT: {
BL::PointLight b_point_light(b_light);
- light->size = b_point_light.shadow_soft_size();
- light->type = LIGHT_POINT;
+ light->set_size(b_point_light.shadow_soft_size());
+ light->set_light_type(LIGHT_POINT);
break;
}
case BL::Light::type_SPOT: {
BL::SpotLight b_spot_light(b_light);
- light->size = b_spot_light.shadow_soft_size();
- light->type = LIGHT_SPOT;
- light->spot_angle = b_spot_light.spot_size();
- light->spot_smooth = b_spot_light.spot_blend();
+ light->set_size(b_spot_light.shadow_soft_size());
+ light->set_light_type(LIGHT_SPOT);
+ light->set_spot_angle(b_spot_light.spot_size());
+ light->set_spot_smooth(b_spot_light.spot_blend());
break;
}
/* Hemi were removed from 2.8 */
@@ -72,88 +72,88 @@ void BlenderSync::sync_light(BL::Object &b_parent,
// }
case BL::Light::type_SUN: {
BL::SunLight b_sun_light(b_light);
- light->angle = b_sun_light.angle();
- light->type = LIGHT_DISTANT;
+ light->set_angle(b_sun_light.angle());
+ light->set_light_type(LIGHT_DISTANT);
break;
}
case BL::Light::type_AREA: {
BL::AreaLight b_area_light(b_light);
- light->size = 1.0f;
- light->axisu = transform_get_column(&tfm, 0);
- light->axisv = transform_get_column(&tfm, 1);
- light->sizeu = b_area_light.size();
+ light->set_size(1.0f);
+ light->set_axisu(transform_get_column(&tfm, 0));
+ light->set_axisv(transform_get_column(&tfm, 1));
+ light->set_sizeu(b_area_light.size());
switch (b_area_light.shape()) {
case BL::AreaLight::shape_SQUARE:
- light->sizev = light->sizeu;
- light->round = false;
+ light->set_sizev(light->get_sizeu());
+ light->set_round(false);
break;
case BL::AreaLight::shape_RECTANGLE:
- light->sizev = b_area_light.size_y();
- light->round = false;
+ light->set_sizev(b_area_light.size_y());
+ light->set_round(false);
break;
case BL::AreaLight::shape_DISK:
- light->sizev = light->sizeu;
- light->round = true;
+ light->set_sizev(light->get_sizeu());
+ light->set_round(true);
break;
case BL::AreaLight::shape_ELLIPSE:
- light->sizev = b_area_light.size_y();
- light->round = true;
+ light->set_sizev(b_area_light.size_y());
+ light->set_round(true);
break;
}
- light->type = LIGHT_AREA;
+ light->set_light_type(LIGHT_AREA);
break;
}
}
/* strength */
- light->strength = get_float3(b_light.color());
- light->strength *= BL::PointLight(b_light).energy();
+ float3 strength = get_float3(b_light.color()) * BL::PointLight(b_light).energy();
+ light->set_strength(strength);
/* location and (inverted!) direction */
- light->co = transform_get_column(&tfm, 3);
- light->dir = -transform_get_column(&tfm, 2);
- light->tfm = tfm;
+ light->set_co(transform_get_column(&tfm, 3));
+ light->set_dir(-transform_get_column(&tfm, 2));
+ light->set_tfm(tfm);
/* shader */
- vector<Shader *> used_shaders;
+ array<Node *> used_shaders;
find_shader(b_light, used_shaders, scene->default_light);
- light->shader = used_shaders[0];
+ light->set_shader(static_cast<Shader *>(used_shaders[0]));
/* shadow */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
- light->cast_shadow = get_boolean(clight, "cast_shadow");
- light->use_mis = get_boolean(clight, "use_multiple_importance_sampling");
+ light->set_cast_shadow(get_boolean(clight, "cast_shadow"));
+ light->set_use_mis(get_boolean(clight, "use_multiple_importance_sampling"));
int samples = get_int(clight, "samples");
if (get_boolean(cscene, "use_square_samples"))
- light->samples = samples * samples;
+ light->set_samples(samples * samples);
else
- light->samples = samples;
+ light->set_samples(samples);
- light->max_bounces = get_int(clight, "max_bounces");
+ light->set_max_bounces(get_int(clight, "max_bounces"));
if (b_ob != b_ob_instance) {
- light->random_id = random_id;
+ light->set_random_id(random_id);
}
else {
- light->random_id = hash_uint2(hash_string(b_ob.name().c_str()), 0);
+ light->set_random_id(hash_uint2(hash_string(b_ob.name().c_str()), 0));
}
- if (light->type == LIGHT_AREA)
- light->is_portal = get_boolean(clight, "is_portal");
+ if (light->get_light_type() == LIGHT_AREA)
+ light->set_is_portal(get_boolean(clight, "is_portal"));
else
- light->is_portal = false;
+ light->set_is_portal(false);
- if (light->is_portal)
+ if (light->get_is_portal())
*use_portal = true;
/* visibility */
uint visibility = object_ray_visibility(b_ob);
- light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
- light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
- light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
- light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
+ light->set_use_diffuse((visibility & PATH_RAY_DIFFUSE) != 0);
+ light->set_use_glossy((visibility & PATH_RAY_GLOSSY) != 0);
+ light->set_use_transmission((visibility & PATH_RAY_TRANSMIT) != 0);
+ light->set_use_scatter((visibility & PATH_RAY_VOLUME_SCATTER) != 0);
/* tag */
light->tag_update(scene);
@@ -178,25 +178,25 @@ void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
if (light_map.add_or_update(scene, &light, b_world, b_world, key) || world_recalc ||
b_world.ptr.data != world_map) {
- light->type = LIGHT_BACKGROUND;
+ light->set_light_type(LIGHT_BACKGROUND);
if (sampling_method == SAMPLING_MANUAL) {
- light->map_resolution = get_int(cworld, "sample_map_resolution");
+ light->set_map_resolution(get_int(cworld, "sample_map_resolution"));
}
else {
- light->map_resolution = 0;
+ light->set_map_resolution(0);
}
- light->shader = scene->default_background;
- light->use_mis = sample_as_light;
- light->max_bounces = get_int(cworld, "max_bounces");
+ light->set_shader(scene->default_background);
+ light->set_use_mis(sample_as_light);
+ light->set_max_bounces(get_int(cworld, "max_bounces"));
/* force enable light again when world is resynced */
- light->is_enabled = true;
+ light->set_is_enabled(true);
int samples = get_int(cworld, "samples");
if (get_boolean(cscene, "use_square_samples"))
- light->samples = samples * samples;
+ light->set_samples(samples * samples);
else
- light->samples = samples;
+ light->set_samples(samples);
light->tag_update(scene);
light_map.set_recalc(b_world);