[Bf-blender-cvs] [f3fedfe2659] soc-2022-many-lights-sampling: Cleanup: delete a few outdated comments
Weizhen Huang
noreply at git.blender.org
Wed Nov 30 14:24:03 CET 2022
Commit: f3fedfe26590835de443f23935293fc741e2f74e
Author: Weizhen Huang
Date: Wed Nov 30 14:21:02 2022 +0100
Branches: soc-2022-many-lights-sampling
https://developer.blender.org/rBf3fedfe26590835de443f23935293fc741e2f74e
Cleanup: delete a few outdated comments
===================================================================
M intern/cycles/kernel/light/tree.h
M intern/cycles/scene/light_tree.h
===================================================================
diff --git a/intern/cycles/kernel/light/tree.h b/intern/cycles/kernel/light/tree.h
index b68b7f2a32a..02897dfe2e2 100644
--- a/intern/cycles/kernel/light/tree.h
+++ b/intern/cycles/kernel/light/tree.h
@@ -515,7 +515,6 @@ ccl_device_inline bool get_left_probability(KernelGlobals kg,
const int right_index,
ccl_private float &left_probability)
{
- /* If we don't split, then we need to choose sampling between the left or right child. */
const ccl_global KernelLightTreeNode *left = &kernel_data_fetch(light_tree_nodes, left_index);
const ccl_global KernelLightTreeNode *right = &kernel_data_fetch(light_tree_nodes, right_index);
@@ -594,7 +593,6 @@ ccl_device bool light_tree_sample(KernelGlobals kg,
pdf_leaf *= (node_index == left_index) ? left_prob : (1.0f - left_prob);
}
- /* TODO: check `spot_light_tree_weight()` and `area_light_tree_weight()` */
if (selected_light < 0) {
return false;
}
diff --git a/intern/cycles/scene/light_tree.h b/intern/cycles/scene/light_tree.h
index 4123a103116..2f12ad4f3f3 100644
--- a/intern/cycles/scene/light_tree.h
+++ b/intern/cycles/scene/light_tree.h
@@ -49,15 +49,14 @@ OrientationBounds merge(const OrientationBounds &cone_a, const OrientationBounds
/* --------------------------------------------------------------------
* Light Tree Construction
*
- * The light tree construction is based off PBRT's BVH construction,
- * which first uses build nodes before converting to a more compact structure.
+ * The light tree construction is based on PBRT's BVH construction.
*/
/* Light Tree Primitive
* Struct that indexes into the scene's triangle and light arrays. */
struct LightTreePrimitive {
- /* prim_id >= 0 is an index into an object's local triangle index,
- * otherwise -prim_id-1 is an index into device lights array. */
+ /* `prim_id >= 0` is an index into an object's local triangle index,
+ * otherwise `-prim_id-1`(`~prim`) is an index into device lights array. */
int prim_id;
int object_id;
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