Cycles lights now use strength and color properties of the light outside of the shading nodes, just like Eevee. The shading nodes then act as a multiplier on this, and become optional unless textures, fallof or other effects are desired. Backwards compatibility is not exact, as we can't be sure which renderer the .blend was designed for or even if it was designed for a single one. If the render engine in the active scene is set to Cycles, lights are converted to ensure overall light strength remains the same, and removing unnecessary shader node setups that only included a single emission node. If the engine is set to Eevee, we increase strength to remove the automatic 100x multiplier that was there to match Cycles. Differential Revision: https://developer.blender.org/D4588
140 lines
3.1 KiB
C++
140 lines
3.1 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __LIGHT_H__
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#define __LIGHT_H__
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#include "kernel/kernel_types.h"
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#include "graph/node.h"
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#include "util/util_ies.h"
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#include "util/util_thread.h"
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#include "util/util_types.h"
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#include "util/util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Object;
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class Progress;
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class Scene;
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class Shader;
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class Light : public Node {
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public:
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NODE_DECLARE;
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Light();
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LightType type;
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float3 strength;
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float3 co;
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float3 dir;
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float size;
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float3 axisu;
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float sizeu;
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float3 axisv;
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float sizev;
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bool round;
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Transform tfm;
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int map_resolution;
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float spot_angle;
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float spot_smooth;
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bool cast_shadow;
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bool use_mis;
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bool use_diffuse;
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bool use_glossy;
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bool use_transmission;
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bool use_scatter;
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bool is_portal;
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bool is_enabled;
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Shader *shader;
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int samples;
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int max_bounces;
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uint random_id;
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void tag_update(Scene *scene);
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/* Check whether the light has contribution the the scene. */
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bool has_contribution(Scene *scene);
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};
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class LightManager {
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public:
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bool use_light_visibility;
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bool need_update;
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LightManager();
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~LightManager();
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/* IES texture management */
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int add_ies(ustring ies);
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int add_ies_from_file(ustring filename);
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void remove_ies(int slot);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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/* Check whether there is a background light. */
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bool has_background_light(Scene *scene);
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protected:
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/* Optimization: disable light which is either unsupported or
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* which doesn't contribute to the scene or which is only used for MIS
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* and scene doesn't need MIS.
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*/
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void disable_ineffective_light(Scene *scene);
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void device_update_points(Device *device, DeviceScene *dscene, Scene *scene);
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void device_update_distribution(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update_background(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update_ies(DeviceScene *dscene);
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/* Check whether light manager can use the object as a light-emissive. */
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bool object_usable_as_light(Object *object);
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struct IESSlot {
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IESFile ies;
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uint hash;
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int users;
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};
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vector<IESSlot *> ies_slots;
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thread_mutex ies_mutex;
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};
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CCL_NAMESPACE_END
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#endif /* __LIGHT_H__ */
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