* Use .empty() and .data() * Use nullptr instead of 0 * No else after return * Simple class member initialization * Add override for virtual methods * Include C++ instead of C headers * Remove some unused includes * Use default constructors * Always use braces * Consistent names in definition and declaration * Change typedef to using Pull Request: https://projects.blender.org/blender/blender/pulls/132361
65 lines
2.1 KiB
C++
65 lines
2.1 KiB
C++
/* SPDX-FileCopyrightText: 2011-2023 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "blender/light_linking.h"
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#include "DNA_object_types.h"
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#include "kernel/types.h"
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CCL_NAMESPACE_BEGIN
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static const ::Object *get_blender_object(const BL::Object &object)
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{
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return reinterpret_cast<::Object *>(object.ptr.data);
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}
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static const ::LightLinking *get_light_linking(const BL::Object &object)
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{
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const ::Object *blender_object = get_blender_object(object);
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return blender_object->light_linking;
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}
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uint64_t BlenderLightLink::get_light_set_membership(const BL::Object & /*parent*/,
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const BL::Object &object)
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{
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const ::LightLinking *light_linking = get_light_linking(object);
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return (light_linking) ? light_linking->runtime.light_set_membership : LIGHT_LINK_MASK_ALL;
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}
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uint BlenderLightLink::get_receiver_light_set(const BL::Object &parent, const BL::Object &object)
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{
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if (parent) {
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const ::LightLinking *parent_light_linking = get_light_linking(parent);
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if (parent_light_linking && parent_light_linking->runtime.receiver_light_set) {
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return parent_light_linking->runtime.receiver_light_set;
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}
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}
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const ::LightLinking *light_linking = get_light_linking(object);
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return (light_linking) ? light_linking->runtime.receiver_light_set : 0;
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}
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uint64_t BlenderLightLink::get_shadow_set_membership(const BL::Object & /*parent*/,
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const BL::Object &object)
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{
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const ::LightLinking *light_linking = get_light_linking(object);
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return (light_linking) ? light_linking->runtime.shadow_set_membership : LIGHT_LINK_MASK_ALL;
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}
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uint BlenderLightLink::get_blocker_shadow_set(const BL::Object &parent, const BL::Object &object)
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{
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if (parent) {
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const ::LightLinking *parent_light_linking = get_light_linking(parent);
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if (parent_light_linking && parent_light_linking->runtime.blocker_shadow_set) {
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return parent_light_linking->runtime.blocker_shadow_set;
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}
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}
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const ::LightLinking *light_linking = get_light_linking(object);
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return (light_linking) ? light_linking->runtime.blocker_shadow_set : 0;
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}
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CCL_NAMESPACE_END
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