forked from bartvdbraak/blender
e12c08e8d1
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
139 lines
3.1 KiB
C++
139 lines
3.1 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/kernel_types.h"
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#include "graph/node.h"
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#include "util/util_ies.h"
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#include "util/util_thread.h"
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#include "util/util_types.h"
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#include "util/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 Object;
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class Progress;
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class Scene;
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class Shader;
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class Light : public Node {
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public:
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NODE_DECLARE;
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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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bool round;
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Transform tfm;
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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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bool is_enabled;
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Shader *shader;
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int samples;
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int max_bounces;
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uint random_id;
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void tag_update(Scene *scene);
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/* Check whether the light has contribution the the scene. */
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bool has_contribution(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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/* IES texture management */
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int add_ies(ustring ies);
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int add_ies_from_file(ustring filename);
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void remove_ies(int slot);
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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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/* Check whether there is a background light. */
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bool has_background_light(Scene *scene);
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protected:
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/* Optimization: disable light which is either unsupported or
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* which doesn't contribute to the scene or which is only used for MIS
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* and scene doesn't need MIS.
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*/
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void disable_ineffective_light(Scene *scene);
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void device_update_points(Device *device, DeviceScene *dscene, Scene *scene);
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void device_update_distribution(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update_background(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update_ies(DeviceScene *dscene);
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/* Check whether light manager can use the object as a light-emissive. */
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bool object_usable_as_light(Object *object);
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struct IESSlot {
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IESFile ies;
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uint hash;
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int users;
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};
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vector<IESSlot *> ies_slots;
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thread_mutex ies_mutex;
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};
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CCL_NAMESPACE_END
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#endif /* __LIGHT_H__ */
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