blender/intern/cycles/render/light.h
Lukas Stockner 1272ee455e Cycles: Implement texture coordinates for Point, Spot and Area Lamps
When using the Normal output of the Texture Coordinate node on Point and Spot lamps, the coordinates now depend on the rotation of the lamp.
On Area lamps, the Parametric output of the Geometry node now returns UV coordinates on the area lamp.

Credit for the Area lamp part goes to Stefan Werner (from D1995).
2016-10-29 19:24:08 +02:00

126 lines
2.8 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 "node.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();
LightType type;
float3 co;
float3 dir;
float size;
float3 axisu;
float sizeu;
float3 axisv;
float sizev;
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;
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);
/* 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(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);
/* Check whether light manager can use the object as a light-emissive. */
bool object_usable_as_light(Object *object);
};
CCL_NAMESPACE_END
#endif /* __LIGHT_H__ */