Blender
V3.3
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#include "device/device.h"
#include "scene/background.h"
#include "scene/film.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include "scene/stats.h"
#include "integrator/shader_eval.h"
#include "util/foreach.h"
#include "util/hash.h"
#include "util/log.h"
#include "util/path.h"
#include "util/progress.h"
#include "util/task.h"
Go to the source code of this file.
Functions | |
static CCL_NAMESPACE_BEGIN void | shade_background_pixels (Device *device, DeviceScene *dscene, int width, int height, vector< float3 > &pixels, Progress &progress) |
NODE_DEFINE (Light) | |
static void | background_cdf (int start, int end, int res_x, int res_y, const vector< float3 > *pixels, float2 *cond_cdf) |
NODE_DEFINE | ( | Light | ) |
Definition at line 85 of file scene/light.cpp.
References NodeType::add(), angle(), blender::bke::idprop::create(), NodeEnum::insert(), LIGHT_AREA, LIGHT_BACKGROUND, LIGHT_DISTANT, LIGHT_POINT, LIGHT_SPOT, M_PI_4_F, M_PI_F, one_float3(), size(), SOCKET_BOOLEAN, SOCKET_COLOR, SOCKET_ENUM, SOCKET_FLOAT, SOCKET_INT, SOCKET_NODE, SOCKET_POINT, SOCKET_STRING, SOCKET_TRANSFORM, SOCKET_UINT, SOCKET_VECTOR, transform_identity(), type, and zero_float3().
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static |
Definition at line 29 of file scene/light.cpp.
References Device::const_copy_to(), device_vector< T >::data(), DeviceScene::data, ShaderEval::eval(), height, KernelShaderEvalInput::object, OBJECT_NONE, KernelShaderEvalInput::prim, PRIM_NONE, SHADER_EVAL_BACKGROUND, size(), KernelShaderEvalInput::u, KernelShaderEvalInput::v, v, width, x, and y.
Referenced by LightManager::device_update_background().