Files
test2/intern/cycles/scene/light.h
Brecht Van Lommel 655ccf1d7a Fix #135086: Light ray visibility not taken into account without light tree
Re-enable tests that were temporarily disabled for this.

Caused by #134846, e813e46327
2025-02-25 17:24:04 +01:00

155 lines
3.8 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/types.h"
#include "graph/node.h"
#include "scene/geometry.h"
#include "util/ies.h"
#include "util/thread.h"
#include "util/types.h"
#include "util/unique_ptr.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Progress;
class Scene;
class Shader;
class Light : public Geometry {
public:
NODE_DECLARE;
Light();
NODE_SOCKET_API(LightType, light_type)
NODE_SOCKET_API(float3, strength)
NODE_SOCKET_API(float, size)
NODE_SOCKET_API(float, angle)
NODE_SOCKET_API(float, sizeu)
NODE_SOCKET_API(float, sizev)
NODE_SOCKET_API(bool, ellipse)
NODE_SOCKET_API(float, spread)
NODE_SOCKET_API(int, map_resolution)
NODE_SOCKET_API(float, average_radiance)
NODE_SOCKET_API(bool, is_sphere)
NODE_SOCKET_API(float, spot_angle)
NODE_SOCKET_API(float, spot_smooth)
NODE_SOCKET_API(bool, cast_shadow)
NODE_SOCKET_API(bool, use_mis)
NODE_SOCKET_API(bool, use_caustics)
NODE_SOCKET_API(bool, is_portal)
NODE_SOCKET_API(bool, is_enabled)
NODE_SOCKET_API(int, max_bounces)
/* Normalize power by the surface area of the light. */
NODE_SOCKET_API(bool, normalize)
void tag_update(Scene *scene);
/* Check whether the light has contribution the scene. */
bool has_contribution(Scene *scene);
/* Shader */
Shader *get_shader() const;
/* Geometry */
void compute_bounds() override;
void apply_transform(const Transform &tfm, const bool apply_to_motion) override;
void get_uv_tiles(ustring map, unordered_set<int> &tiles) override;
PrimitiveType primitive_type() const override;
friend class LightManager;
friend class LightTree;
};
class LightManager {
public:
enum : uint32_t {
MESH_NEED_REBUILD = (1 << 0),
EMISSIVE_MESH_MODIFIED = (1 << 1),
LIGHT_MODIFIED = (1 << 2),
LIGHT_ADDED = (1 << 3),
LIGHT_REMOVED = (1 << 4),
OBJECT_MANAGER = (1 << 5),
SHADER_COMPILED = (1 << 6),
SHADER_MODIFIED = (1 << 7),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
/* Need to update background (including multiple importance map) */
bool need_update_background;
LightManager();
/* IES texture management */
int add_ies(const string &content);
int add_ies_from_file(const string &filename);
void remove_ies(const int slot);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free(Device *device, DeviceScene *dscene, const bool free_background = true);
void tag_update(Scene *scene, const uint32_t flag);
bool need_update() const;
/* Check whether there is a background light. */
bool has_background_light(Scene *scene);
protected:
/* Optimization: disable light which is either unsupported or
* which doesn't contribute to the scene or which is only used for MIS
* and scene doesn't need MIS.
*/
void test_enabled_lights(Scene *scene);
void device_update_lights(DeviceScene *dscene, Scene *scene);
void device_update_distribution(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress);
void device_update_tree(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_background(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress);
void device_update_ies(DeviceScene *dscene);
struct IESSlot {
IESFile ies;
uint hash;
int users;
};
vector<unique_ptr<IESSlot>> ies_slots;
thread_mutex ies_mutex;
bool last_background_enabled;
int last_background_resolution;
uint32_t update_flags;
};
CCL_NAMESPACE_END