/* * 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" #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(); LightType type; float3 strength; float3 co; float3 dir; float size; float angle; float3 axisu; float sizeu; float3 axisv; float sizev; bool round; Transform tfm; int map_resolution; float spot_angle; float spot_smooth; bool cast_shadow; bool use_mis; bool use_diffuse; bool use_glossy; bool use_transmission; bool use_scatter; bool is_portal; bool is_enabled; Shader *shader; int samples; int max_bounces; uint random_id; void tag_update(Scene *scene); /* Check whether the light has contribution the scene. */ bool has_contribution(Scene *scene); }; class LightManager { public: bool use_light_visibility; bool need_update; /* 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); /* 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 disable_ineffective_light(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 ies_slots; thread_mutex ies_mutex; }; CCL_NAMESPACE_END #endif /* __LIGHT_H__ */