Cycles: Add "Max Bounce" control for lamps
With this setting, we can limit the influence of a lamp to a certain amount of bounces. 0 = Only direct light contribution 1 = 1 light bounce ... Differential revision: https://developer.blender.org/D860 You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
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53297e62eb
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fb820c0638
Notes:
blender-bot
2023-02-14 10:09:24 +01:00
Referenced by issue #42531, Setting 'Undo' steps to '1' causes weirdness. Referenced by issue #42511, Crash when selecting by shortest path
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@ -653,6 +653,12 @@ class CyclesLampSettings(bpy.types.PropertyGroup):
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min=1, max=10000,
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default=1,
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)
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cls.max_bounces = IntProperty(
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name="Max Bounces",
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description="Maximum number of bounces the light will contribute to the render",
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min=0, max=1024,
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default=1024,
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)
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cls.use_multiple_importance_sampling = BoolProperty(
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name="Multiple Importance Sample",
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description="Use multiple importance sampling for the lamp, "
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@ -729,11 +729,11 @@ class CyclesLamp_PT_lamp(CyclesButtonsPanel, Panel):
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if cscene.progressive == 'BRANCHED_PATH':
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col.prop(clamp, "samples")
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col.prop(clamp, "max_bounces")
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col = split.column()
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col.prop(clamp, "cast_shadow")
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layout.prop(clamp, "use_multiple_importance_sampling")
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col.prop(clamp, "use_multiple_importance_sampling")
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if lamp.type == 'HEMI':
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layout.label(text="Not supported, interpreted as sun lamp")
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@ -168,6 +168,8 @@ void BlenderSync::sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSI
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else
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light->samples = samples;
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light->max_bounces = get_int(clamp, "max_bounces");
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/* visibility */
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uint visibility = object_ray_visibility(b_ob);
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light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
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@ -648,7 +648,13 @@ ccl_device int light_distribution_sample(KernelGlobals *kg, float randt)
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/* Generic Light */
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ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float time, float3 P, LightSample *ls)
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ccl_device bool light_select_reached_max_bounces(KernelGlobals *kg, int index, int bounce)
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{
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float4 data4 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 4);
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return (bounce > __float_as_int(data4.x));
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}
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ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float time, float3 P, int bounce, LightSample *ls)
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{
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/* sample index */
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int index = light_distribution_sample(kg, randt);
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@ -670,6 +676,12 @@ ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float
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}
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else {
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int lamp = -prim-1;
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if(UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) {
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ls->pdf = 0.0f;
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return;
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}
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lamp_light_sample(kg, lamp, randu, randv, P, ls);
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}
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}
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@ -38,6 +38,9 @@ ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RN
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if(sample_all_lights) {
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/* lamp sampling */
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for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
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if(UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce)))
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continue;
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int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
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float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
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RNG lamp_rng = cmj_hash(*rng, i);
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@ -82,7 +85,7 @@ ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RN
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light_t = 0.5f*light_t;
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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@ -103,7 +106,7 @@ ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RN
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path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
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/* sample random light */
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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@ -200,7 +203,7 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG
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#endif
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
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if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
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/* trace shadow ray */
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@ -40,7 +40,7 @@ ccl_device void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
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light_ray.time = sd->time;
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#endif
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
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if(ls.pdf == 0.0f)
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return;
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@ -124,6 +124,9 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
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if(sample_all_lights) {
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/* lamp sampling */
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for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
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if(UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce)))
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continue;
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int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
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float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
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RNG lamp_rng = cmj_hash(*rng, i);
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@ -188,7 +191,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
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light_t = 0.5f*light_t;
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, &ls);
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light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls);
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float3 tp = throughput;
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@ -203,7 +206,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
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kernel_assert(result == VOLUME_PATH_SCATTERED);
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/* todo: split up light_sample so we don't have to call it again with new position */
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
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if(ls.pdf == 0.0f)
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continue;
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@ -227,7 +230,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
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path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
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LightSample ls;
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light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, &ls);
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light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls);
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float3 tp = throughput;
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@ -242,7 +245,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
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kernel_assert(result == VOLUME_PATH_SCATTERED);
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/* todo: split up light_sample so we don't have to call it again with new position */
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
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light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
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if(ls.pdf == 0.0f)
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return;
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@ -29,7 +29,7 @@ CCL_NAMESPACE_BEGIN
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/* constants */
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#define OBJECT_SIZE 11
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#define OBJECT_VECTOR_SIZE 6
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#define LIGHT_SIZE 4
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#define LIGHT_SIZE 5
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#define FILTER_TABLE_SIZE 256
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#define RAMP_TABLE_SIZE 256
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#define PARTICLE_SIZE 5
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@ -125,6 +125,7 @@ Light::Light()
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shader = 0;
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samples = 1;
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max_bounces = 1024;
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}
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void Light::tag_update(Scene *scene)
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@ -489,6 +490,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
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float3 co = light->co;
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int shader_id = scene->shader_manager->get_shader_id(scene->lights[i]->shader);
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float samples = __int_as_float(light->samples);
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float max_bounces = __int_as_float(light->max_bounces);
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if(!light->cast_shadow)
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shader_id &= ~SHADER_CAST_SHADOW;
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@ -523,6 +525,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
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light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, invarea, 0.0f);
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light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
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light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
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}
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else if(light->type == LIGHT_DISTANT) {
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shader_id &= ~SHADER_AREA_LIGHT;
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@ -544,6 +547,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
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light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, cosangle, invarea);
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light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
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light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
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}
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else if(light->type == LIGHT_BACKGROUND) {
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uint visibility = scene->background->visibility;
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@ -572,6 +576,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
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light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), 0.0f, 0.0f, 0.0f);
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light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
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light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
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}
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else if(light->type == LIGHT_AREA) {
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float3 axisu = light->axisu*(light->sizeu*light->size);
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@ -590,6 +595,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
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light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), axisu.x, axisu.y, axisu.z);
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light_data[i*LIGHT_SIZE + 2] = make_float4(invarea, axisv.x, axisv.y, axisv.z);
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light_data[i*LIGHT_SIZE + 3] = make_float4(samples, dir.x, dir.y, dir.z);
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light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
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}
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else if(light->type == LIGHT_SPOT) {
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shader_id &= ~SHADER_AREA_LIGHT;
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@ -610,6 +616,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
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light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, invarea, spot_angle);
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light_data[i*LIGHT_SIZE + 2] = make_float4(spot_smooth, dir.x, dir.y, dir.z);
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light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
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light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
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}
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}
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@ -58,6 +58,7 @@ public:
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int shader;
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int samples;
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int max_bounces;
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void tag_update(Scene *scene);
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};
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