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Diffstat (limited to 'intern/cycles/scene/light.h')
-rw-r--r-- | intern/cycles/scene/light.h | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/intern/cycles/scene/light.h b/intern/cycles/scene/light.h new file mode 100644 index 00000000000..9820508d3a5 --- /dev/null +++ b/intern/cycles/scene/light.h @@ -0,0 +1,171 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __LIGHT_H__ +#define __LIGHT_H__ + +#include "kernel/kernel_types.h" + +#include "graph/node.h" + +/* included as Light::set_shader defined through NODE_SOCKET_API does not select + * the right Node::set overload as it does not know that Shader is a Node */ +#include "scene/shader.h" + +#include "util/util_ies.h" +#include "util/util_thread.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Object; +class Progress; +class Scene; +class Shader; + +class Light : public Node { + public: + NODE_DECLARE; + + Light(); + + NODE_SOCKET_API(LightType, light_type) + NODE_SOCKET_API(float3, strength) + NODE_SOCKET_API(float3, co) + + NODE_SOCKET_API(float3, dir) + NODE_SOCKET_API(float, size) + NODE_SOCKET_API(float, angle) + + NODE_SOCKET_API(float3, axisu) + NODE_SOCKET_API(float, sizeu) + NODE_SOCKET_API(float3, axisv) + NODE_SOCKET_API(float, sizev) + NODE_SOCKET_API(bool, round) + NODE_SOCKET_API(float, spread) + + NODE_SOCKET_API(Transform, tfm) + + NODE_SOCKET_API(int, map_resolution) + + NODE_SOCKET_API(float, spot_angle) + NODE_SOCKET_API(float, spot_smooth) + + NODE_SOCKET_API(bool, cast_shadow) + NODE_SOCKET_API(bool, use_mis) + NODE_SOCKET_API(bool, use_camera) + NODE_SOCKET_API(bool, use_diffuse) + NODE_SOCKET_API(bool, use_glossy) + NODE_SOCKET_API(bool, use_transmission) + NODE_SOCKET_API(bool, use_scatter) + + NODE_SOCKET_API(bool, is_shadow_catcher) + NODE_SOCKET_API(bool, is_portal) + NODE_SOCKET_API(bool, is_enabled) + + NODE_SOCKET_API(Shader *, shader) + NODE_SOCKET_API(int, max_bounces) + NODE_SOCKET_API(uint, random_id) + + void tag_update(Scene *scene); + + /* Check whether the light has contribution the scene. */ + bool has_contribution(Scene *scene); + + friend class LightManager; +}; + +class LightManager { + public: + enum : uint32_t { + MESH_NEED_REBUILD = (1 << 0), + EMISSIVE_MESH_MODIFIED = (1 << 1), + LIGHT_MODIFIED = (1 << 2), + LIGHT_ADDED = (1 << 3), + LIGHT_REMOVED = (1 << 4), + OBJECT_MANAGER = (1 << 5), + SHADER_COMPILED = (1 << 6), + SHADER_MODIFIED = (1 << 7), + + /* tag everything in the manager for an update */ + UPDATE_ALL = ~0u, + + UPDATE_NONE = 0u, + }; + + /* Need to update background (including multiple importance map) */ + bool need_update_background; + + LightManager(); + ~LightManager(); + + /* IES texture management */ + int add_ies(const string &ies); + int add_ies_from_file(const string &filename); + void remove_ies(int slot); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_free(Device *device, DeviceScene *dscene, const bool free_background = true); + + void tag_update(Scene *scene, uint32_t flag); + + bool need_update() const; + + /* Check whether there is a background light. */ + bool has_background_light(Scene *scene); + + protected: + /* Optimization: disable light which is either unsupported or + * which doesn't contribute to the scene or which is only used for MIS + * and scene doesn't need MIS. + */ + void test_enabled_lights(Scene *scene); + + void device_update_points(Device *device, DeviceScene *dscene, Scene *scene); + void device_update_distribution(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress); + void device_update_background(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress); + void device_update_ies(DeviceScene *dscene); + + /* Check whether light manager can use the object as a light-emissive. */ + bool object_usable_as_light(Object *object); + + struct IESSlot { + IESFile ies; + uint hash; + int users; + }; + + vector<IESSlot *> ies_slots; + thread_mutex ies_mutex; + + bool last_background_enabled; + int last_background_resolution; + + uint32_t update_flags; +}; + +CCL_NAMESPACE_END + +#endif /* __LIGHT_H__ */ |