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Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r--intern/cycles/render/light.cpp69
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);
}
}