Fix cycles world ray visibility not working correct with multiple importance

sampling.
This commit is contained in:
Brecht Van Lommel 2013-07-02 21:03:16 +00:00
parent 4848ca09c0
commit 65cbcde831

@ -16,6 +16,7 @@
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "background.h"
#include "device.h"
#include "integrator.h"
#include "film.h"
@ -568,9 +569,24 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_BACKGROUND) {
uint visibility = scene->background->visibility;
shader_id &= ~SHADER_AREA_LIGHT;
shader_id |= SHADER_USE_MIS;
if(!(visibility & PATH_RAY_DIFFUSE)) {
shader_id |= SHADER_EXCLUDE_DIFFUSE;
use_light_visibility = true;
}
if(!(visibility & PATH_RAY_GLOSSY)) {
shader_id |= SHADER_EXCLUDE_GLOSSY;
use_light_visibility = true;
}
if(!(visibility & PATH_RAY_TRANSMIT)) {
shader_id |= SHADER_EXCLUDE_TRANSMIT;
use_light_visibility = true;
}
light_data[i*LIGHT_SIZE + 0] = make_float4(__int_as_float(light->type), 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);