diff options
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r-- | intern/cycles/render/light.cpp | 69 |
1 files changed, 27 insertions, 42 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index e918de990c2..6c03d0859a7 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -17,6 +17,7 @@ */ #include "device.h" +#include "integrator.h" #include "light.h" #include "mesh.h" #include "object.h" @@ -114,6 +115,7 @@ Light::Light() cast_shadow = true; shader = 0; + samples = 1; } void Light::tag_update(Scene *scene) @@ -136,9 +138,6 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen { progress.set_status("Updating Lights", "Computing distribution"); - /* option to always sample all point lights */ - bool multi_light = false; - /* count */ size_t num_lights = scene->lights.size(); size_t num_triangles = 0; @@ -169,9 +168,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen } size_t num_distribution = num_triangles; - - if(!multi_light) - num_distribution += num_lights; + num_distribution += num_lights; /* emission area */ float4 *distribution = dscene->light_distribution.resize(num_distribution + 1); @@ -231,16 +228,14 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen float trianglearea = totarea; /* point lights */ - if(!multi_light) { - float lightarea = (totarea > 0.0f)? totarea/scene->lights.size(): 1.0f; - - for(int i = 0; i < scene->lights.size(); i++, offset++) { - distribution[offset].x = totarea; - distribution[offset].y = __int_as_float(~(int)i); - distribution[offset].z = 1.0f; - distribution[offset].w = scene->lights[i]->size; - totarea += lightarea; - } + float lightarea = (totarea > 0.0f)? totarea/scene->lights.size(): 1.0f; + + for(int i = 0; i < scene->lights.size(); i++, offset++) { + distribution[offset].x = totarea; + distribution[offset].y = __int_as_float(~(int)i); + distribution[offset].z = 1.0f; + distribution[offset].w = scene->lights[i]->size; + totarea += lightarea; } /* normalize cumulative distribution functions */ @@ -259,7 +254,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen /* update device */ KernelIntegrator *kintegrator = &dscene->data.integrator; - kintegrator->use_direct_light = (totarea > 0.0f) || (multi_light && num_lights); + kintegrator->use_direct_light = (totarea > 0.0f); if(kintegrator->use_direct_light) { /* number of emissives */ @@ -269,30 +264,19 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen kintegrator->pdf_triangles = 0.0f; kintegrator->pdf_lights = 0.0f; - if(multi_light) { - /* sample one of all triangles and all lights */ - kintegrator->num_all_lights = num_lights; + /* sample one, with 0.5 probability of light or triangle */ + kintegrator->num_all_lights = num_lights; - if(trianglearea > 0.0f) - kintegrator->pdf_triangles = 1.0f/trianglearea; + if(trianglearea > 0.0f) { + kintegrator->pdf_triangles = 1.0f/trianglearea; if(num_lights) - kintegrator->pdf_lights = 1.0f; + kintegrator->pdf_triangles *= 0.5f; } - else { - /* sample one, with 0.5 probability of light or triangle */ - kintegrator->num_all_lights = 0; - - if(trianglearea > 0.0f) { - kintegrator->pdf_triangles = 1.0f/trianglearea; - if(num_lights) - kintegrator->pdf_triangles *= 0.5f; - } - if(num_lights) { - kintegrator->pdf_lights = 1.0f/num_lights; - if(trianglearea > 0.0f) - kintegrator->pdf_lights *= 0.5f; - } + if(num_lights) { + kintegrator->pdf_lights = 1.0f/num_lights; + if(trianglearea > 0.0f) + kintegrator->pdf_lights *= 0.5f; } /* CDF */ @@ -417,6 +401,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce float3 co = light->co; float3 dir = normalize(light->dir); int shader_id = scene->shader_manager->get_shader_id(scene->lights[i]->shader); + float samples = __int_as_float(light->samples); if(!light->cast_shadow) shader_id &= ~SHADER_CAST_SHADOW; @@ -427,7 +412,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z); light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), light->size, 0.0f, 0.0f); light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); - light_data[i*LIGHT_SIZE + 3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f); } else if(light->type == LIGHT_DISTANT) { shader_id &= ~SHADER_AREA_LIGHT; @@ -435,7 +420,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), dir.x, dir.y, dir.z); light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), light->size, 0.0f, 0.0f); light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); - light_data[i*LIGHT_SIZE + 3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f); } else if(light->type == LIGHT_BACKGROUND) { shader_id &= ~SHADER_AREA_LIGHT; @@ -443,7 +428,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce 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); - light_data[i*LIGHT_SIZE + 3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f); } else if(light->type == LIGHT_AREA) { float3 axisu = light->axisu*(light->sizeu*light->size); @@ -452,7 +437,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z); light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), axisu.x, axisu.y, axisu.z); light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, axisv.x, axisv.y, axisv.z); - light_data[i*LIGHT_SIZE + 3] = make_float4(0.0f, dir.x, dir.y, dir.z); + light_data[i*LIGHT_SIZE + 3] = make_float4(samples, dir.x, dir.y, dir.z); } else if(light->type == LIGHT_SPOT) { shader_id &= ~SHADER_AREA_LIGHT; @@ -463,7 +448,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), co.x, co.y, co.z); light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), light->size, dir.x, dir.y); light_data[i*LIGHT_SIZE + 2] = make_float4(dir.z, spot_angle, spot_smooth, 0.0f); - light_data[i*LIGHT_SIZE + 3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f); } } |