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Diffstat (limited to 'intern/cycles/scene/light.h')
-rw-r--r--intern/cycles/scene/light.h171
1 files changed, 171 insertions, 0 deletions
diff --git a/intern/cycles/scene/light.h b/intern/cycles/scene/light.h
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+/*
+ * 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/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/ies.h"
+#include "util/thread.h"
+#include "util/types.h"
+#include "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__ */