diff options
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r-- | intern/cycles/render/light.cpp | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 787e5cf07b2..c833a8b1c46 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -664,6 +664,11 @@ void LightManager::device_update_points(Device *device, use_light_visibility = true; } + float3 fixed_emission = make_float3(0.0f, 0.0f, 0.0f); + if(shader->is_constant_emission(&fixed_emission)) { + shader_id |= SHADER_FIXED_EMISSION; + } + if(light->type == LIGHT_POINT) { shader_id &= ~SHADER_AREA_LIGHT; @@ -677,7 +682,6 @@ void LightManager::device_update_points(Device *device, light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, invarea, 0.0f); light_data[light_index*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f); - light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f); } else if(light->type == LIGHT_DISTANT) { shader_id &= ~SHADER_AREA_LIGHT; @@ -698,7 +702,6 @@ void LightManager::device_update_points(Device *device, light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, cosangle, invarea); light_data[light_index*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f); - light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f); } else if(light->type == LIGHT_BACKGROUND) { uint visibility = scene->background->visibility; @@ -727,7 +730,6 @@ void LightManager::device_update_points(Device *device, light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), 0.0f, 0.0f, 0.0f); light_data[light_index*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f); - light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f); } else if(light->type == LIGHT_AREA) { float3 axisu = light->axisu*(light->sizeu*light->size); @@ -745,7 +747,6 @@ void LightManager::device_update_points(Device *device, light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), axisu.x, axisu.y, axisu.z); light_data[light_index*LIGHT_SIZE + 2] = make_float4(invarea, axisv.x, axisv.y, axisv.z); light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, dir.x, dir.y, dir.z); - light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f); } else if(light->type == LIGHT_SPOT) { shader_id &= ~SHADER_AREA_LIGHT; @@ -765,9 +766,10 @@ void LightManager::device_update_points(Device *device, light_data[light_index*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, invarea, spot_angle); light_data[light_index*LIGHT_SIZE + 2] = make_float4(spot_smooth, dir.x, dir.y, dir.z); light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f); - light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f); } + light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, fixed_emission.x, fixed_emission.y, fixed_emission.z); + light_index++; } |