f478c2cfbd
This patch adds support for light portals: objects that help sampling the environment light, therefore improving convergence. Using them tor other lights in a unidirectional pathtracer is virtually useless. The sampling is done with the area-preserving code already used for area lamps. MIS is used both for combination of different portals and for combining portal- and envmap-sampling. The direction of portals is considered, they aren't used if the sampling point is behind them. Reviewers: sergey, dingto, #cycles Reviewed By: dingto, #cycles Subscribers: Lapineige, nutel, jtheninja, dsisco11, januz, vitorbalbio, candreacchio, TARDISMaker, lichtwerk, ace_dragon, marcog, mib2berlin, Tunge, lopataasdf, lordodin, sergey, dingto Differential Revision: https://developer.blender.org/D1133
91 lines
1.8 KiB
C++
91 lines
1.8 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __LIGHT_H__
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#define __LIGHT_H__
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#include "kernel_types.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Progress;
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class Scene;
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class Light {
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public:
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Light();
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LightType type;
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float3 co;
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float3 dir;
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float size;
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float3 axisu;
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float sizeu;
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float3 axisv;
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float sizev;
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int map_resolution;
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float spot_angle;
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float spot_smooth;
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bool cast_shadow;
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bool use_mis;
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bool use_diffuse;
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bool use_glossy;
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bool use_transmission;
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bool use_scatter;
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bool is_portal;
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int shader;
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int samples;
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int max_bounces;
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void tag_update(Scene *scene);
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};
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class LightManager {
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public:
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bool use_light_visibility;
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bool need_update;
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LightManager();
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~LightManager();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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protected:
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void device_update_points(Device *device, DeviceScene *dscene, Scene *scene);
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void device_update_distribution(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_background(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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};
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CCL_NAMESPACE_END
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#endif /* __LIGHT_H__ */
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