Fix T41784, Re-enabling transparent shadows in Cycles doesn't work correctly

This commit is contained in:
Thomas Dinges 2014-09-11 14:50:31 +02:00
parent 149ca1320b
commit 61e58c378a
2 changed files with 13 additions and 10 deletions

@ -92,11 +92,20 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
kintegrator->transparent_min_bounce = transparent_min_bounce + 1;
/* At this point kintegrator->transparent_shadows is set automatically
* based on whether shaders use transparent shadows (see shader.cpp).
* If user doesn't want transparent shadows, force them off. */
if(!transparent_shadows)
/* Transparent Shadows
* We only need to enable transparent shadows, if we actually have
* transparent shaders in the scene. Otherwise we can disable it
* to improve performance a bit. */
if(transparent_shadows) {
foreach(Shader *shader, scene->shaders) {
/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume)
kintegrator->transparent_shadows = true;
}
}
else {
kintegrator->transparent_shadows = false;
}
kintegrator->volume_max_steps = volume_max_steps;
kintegrator->volume_step_size = volume_step_size;

@ -325,7 +325,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
uint i = 0;
bool has_converter_blackbody = false;
bool has_volumes = false;
bool has_transparent_shadows = false;
foreach(Shader *shader, scene->shaders) {
uint flag = 0;
@ -368,10 +367,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
/* Check if we need transparent shadows */
if(flag & SD_HAS_TRANSPARENT_SHADOW)
has_transparent_shadows = true;
}
device->tex_alloc("__shader_flag", dscene->shader_flag);
@ -402,7 +397,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
/* integrator */
KernelIntegrator *kintegrator = &dscene->data.integrator;
kintegrator->use_volumes = has_volumes;
kintegrator->transparent_shadows = has_transparent_shadows;
}
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)