blender/intern/cycles/render/light.h
Sergey Sharybin e360080a04 Cycles: Refactor the way how we exclude light from the device
This unifies things around ignoring light due to lack of scene
contribution or due to other optimization tricks.
2016-02-07 02:21:38 +05:00

112 lines
2.5 KiB
C++

/*
* 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 "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Progress;
class Scene;
class Light {
public:
Light();
LightType type;
float3 co;
float3 dir;
float size;
float3 axisu;
float sizeu;
float3 axisv;
float sizev;
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;
int shader;
int samples;
int max_bounces;
void tag_update(Scene *scene);
/* Check whether the light has contribution the the scene. */
bool has_contribution(Scene *scene);
};
class LightManager {
public:
bool use_light_visibility;
bool need_update;
LightManager();
~LightManager();
void device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void tag_update(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(Device *device, 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);
};
CCL_NAMESPACE_END
#endif /* __LIGHT_H__ */