blender/intern/cycles/render/light.h
Sergey Sharybin 9260c0c2ba Cycles: Ignore light which has no contribution to the scene
This commit makes it so light which has zero energy or doesn't has
emission shader at all is being ignored by the path tracing.
2015-06-27 15:13:08 +02:00

94 lines
1.9 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;
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:
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__ */