Files
test/intern/cycles/hydra/light.cpp
Brecht Van Lommel e813e46327 Cycles: Refactor lights to be objects
This is an intermediate steps towards making lights actual geometry.
Light is now a subclass of Geometry, which simplifies some code.

The geometry is not added to the BVH yet, which would be the next
step and improve light intersection performance with many lights.

This makes object attributes work on lights.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/134846
2025-02-24 23:44:14 +01:00

415 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2022 NVIDIA Corporation
* SPDX-FileCopyrightText: 2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "hydra/light.h"
#include "hydra/session.h"
#include "scene/light.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include "util/hash.h"
#include "util/transform.h"
#include <pxr/imaging/hd/sceneDelegate.h>
#include <pxr/usd/sdf/assetPath.h>
HDCYCLES_NAMESPACE_OPEN_SCOPE
extern Transform convert_transform(const GfMatrix4d &matrix);
// clang-format off
TF_DEFINE_PRIVATE_TOKENS(_tokens,
(visibleInPrimaryRay)
);
// clang-format on
HdCyclesLight::HdCyclesLight(const SdfPath &sprimId, const TfToken &lightType)
: HdLight(sprimId), _lightType(lightType)
{
}
HdCyclesLight::~HdCyclesLight() = default;
HdDirtyBits HdCyclesLight::GetInitialDirtyBitsMask() const
{
return DirtyBits::DirtyTransform | DirtyBits::DirtyParams;
}
void HdCyclesLight::Sync(HdSceneDelegate *sceneDelegate,
HdRenderParam *renderParam,
HdDirtyBits *dirtyBits)
{
if (*dirtyBits == DirtyBits::Clean) {
return;
}
Initialize(renderParam);
const SceneLock lock(renderParam);
VtValue value;
const SdfPath &id = GetId();
if (*dirtyBits & DirtyBits::DirtyTransform) {
const float metersPerUnit =
static_cast<HdCyclesSession *>(renderParam)->GetStageMetersPerUnit();
const Transform tfm = transform_scale(make_float3(metersPerUnit)) *
#if PXR_VERSION >= 2011
convert_transform(sceneDelegate->GetTransform(id));
#else
convert_transform(
sceneDelegate->GetLightParamValue(id, HdTokens->transform)
.Get<GfMatrix4d>());
#endif
_object->set_tfm(tfm);
}
if (*dirtyBits & DirtyBits::DirtyParams) {
float3 strength = make_float3(1.0f, 1.0f, 1.0f);
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->color);
if (!value.IsEmpty()) {
const auto color = value.Get<GfVec3f>();
strength = make_float3(color[0], color[1], color[2]);
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->exposure);
if (!value.IsEmpty()) {
strength *= exp2(value.Get<float>());
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->intensity);
if (!value.IsEmpty()) {
strength *= value.Get<float>();
}
if (_lightType == HdPrimTypeTokens->distantLight) {
/* Unclear why, but approximately matches Karma. */
strength *= 4.0f;
}
else {
/* Convert from intensity to radiant flux. */
strength *= M_PI;
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->normalize);
_light->set_normalize(value.IsHolding<bool>() && value.UncheckedGet<bool>());
value = sceneDelegate->GetLightParamValue(id, _tokens->visibleInPrimaryRay);
if (!value.IsEmpty()) {
_light->set_use_camera(value.Get<bool>());
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->shadowEnable);
if (!value.IsEmpty()) {
_light->set_cast_shadow(value.Get<bool>());
}
if (_lightType == HdPrimTypeTokens->distantLight) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->angle);
if (!value.IsEmpty()) {
_light->set_angle(GfDegreesToRadians(value.Get<float>()));
}
}
else if (_lightType == HdPrimTypeTokens->diskLight) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->radius);
if (!value.IsEmpty()) {
const float size = value.Get<float>() * 2.0f;
_light->set_sizeu(size);
_light->set_sizev(size);
}
}
else if (_lightType == HdPrimTypeTokens->rectLight) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->width);
if (!value.IsEmpty()) {
_light->set_sizeu(value.Get<float>());
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->height);
if (!value.IsEmpty()) {
_light->set_sizev(value.Get<float>());
}
}
else if (_lightType == HdPrimTypeTokens->sphereLight) {
value = sceneDelegate->GetLightParamValue(id, TfToken("treatAsPoint"));
if (!value.IsEmpty() && value.Get<bool>()) {
_light->set_size(0.0f);
}
else {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->radius);
if (!value.IsEmpty()) {
_light->set_size(value.Get<float>());
}
}
bool shaping = false;
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->shapingConeAngle);
if (!value.IsEmpty()) {
_light->set_spot_angle(GfDegreesToRadians(value.Get<float>()) * 2.0f);
shaping = true;
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->shapingConeSoftness);
if (!value.IsEmpty()) {
_light->set_spot_smooth(value.Get<float>());
shaping = true;
}
_light->set_light_type(shaping ? LIGHT_SPOT : LIGHT_POINT);
}
const bool visible = sceneDelegate->GetVisible(id);
// Disable invisible lights by zeroing the strength
// So 'LightManager::test_enabled_lights' updates the enabled flag correctly
if (!visible) {
strength = zero_float3();
}
_light->set_strength(strength);
_light->set_is_enabled(visible);
PopulateShaderGraph(sceneDelegate);
}
// Need to update shader graph when transform changes in case transform was baked into it
else if (_object->tfm_is_modified() && (_lightType == HdPrimTypeTokens->domeLight ||
_light->get_shader()->has_surface_spatial_varying))
{
PopulateShaderGraph(sceneDelegate);
}
if (_light->is_modified()) {
_light->tag_update(lock.scene);
}
*dirtyBits = DirtyBits::Clean;
}
void HdCyclesLight::PopulateShaderGraph(HdSceneDelegate *sceneDelegate)
{
unique_ptr<ShaderGraph> graph = make_unique<ShaderGraph>();
ShaderNode *outputNode = nullptr;
if (_lightType == HdPrimTypeTokens->domeLight) {
BackgroundNode *bgNode = graph->create_node<BackgroundNode>();
// Bake strength into shader graph, since only the shader is used for background lights
bgNode->set_color(_light->get_strength());
graph->connect(bgNode->output("Background"), graph->output()->input("Surface"));
outputNode = bgNode;
}
else if (sceneDelegate != nullptr) {
VtValue value;
const SdfPath &id = GetId();
value = sceneDelegate->GetLightParamValue(id, TfToken("falloff"));
if (!value.IsEmpty()) {
const std::string strVal = value.Get<string>();
if (strVal == "Constant" || strVal == "Linear" || strVal == "Quadratic") {
LightFalloffNode *lfoNode = graph->create_node<LightFalloffNode>();
lfoNode->set_strength(1.f);
graph->connect(lfoNode->output(strVal.c_str()), graph->output()->input("Surface"));
outputNode = lfoNode;
}
}
}
if (outputNode == nullptr) {
EmissionNode *emissionNode = graph->create_node<EmissionNode>();
emissionNode->set_color(one_float3());
emissionNode->set_strength(1.0f);
graph->connect(emissionNode->output("Emission"), graph->output()->input("Surface"));
outputNode = emissionNode;
}
VtValue value;
const SdfPath &id = GetId();
bool hasSpatialVarying = false;
bool hasColorTemperature = false;
if (sceneDelegate != nullptr) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->enableColorTemperature);
const bool enableColorTemperature = value.IsHolding<bool>() && value.UncheckedGet<bool>();
if (enableColorTemperature) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->colorTemperature);
if (value.IsHolding<float>()) {
BlackbodyNode *blackbodyNode = graph->create_node<BlackbodyNode>();
blackbodyNode->set_temperature(value.UncheckedGet<float>());
if (_lightType == HdPrimTypeTokens->domeLight) {
VectorMathNode *mathNode = graph->create_node<VectorMathNode>();
mathNode->set_math_type(NODE_VECTOR_MATH_MULTIPLY);
mathNode->set_vector2(_light->get_strength());
graph->connect(blackbodyNode->output("Color"), mathNode->input("Vector1"));
graph->connect(mathNode->output("Vector"), outputNode->input("Color"));
}
else {
graph->connect(blackbodyNode->output("Color"), outputNode->input("Color"));
}
hasColorTemperature = true;
}
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->shapingIesFile);
if (value.IsHolding<SdfAssetPath>()) {
std::string filename = value.UncheckedGet<SdfAssetPath>().GetResolvedPath();
if (filename.empty()) {
filename = value.UncheckedGet<SdfAssetPath>().GetAssetPath();
}
TextureCoordinateNode *coordNode = graph->create_node<TextureCoordinateNode>();
coordNode->set_ob_tfm(_object->get_tfm());
coordNode->set_use_transform(true);
IESLightNode *iesNode = graph->create_node<IESLightNode>();
iesNode->set_filename(ustring(filename));
graph->connect(coordNode->output("Normal"), iesNode->input("Vector"));
graph->connect(iesNode->output("Fac"), outputNode->input("Strength"));
hasSpatialVarying = true;
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->textureFile);
if (value.IsHolding<SdfAssetPath>()) {
std::string filename = value.UncheckedGet<SdfAssetPath>().GetResolvedPath();
if (filename.empty()) {
filename = value.UncheckedGet<SdfAssetPath>().GetAssetPath();
}
ImageSlotTextureNode *textureNode = nullptr;
if (_lightType == HdPrimTypeTokens->domeLight) {
Transform tfm = _object->get_tfm();
transform_set_column(&tfm, 3, zero_float3()); // Remove translation
TextureCoordinateNode *coordNode = graph->create_node<TextureCoordinateNode>();
coordNode->set_ob_tfm(tfm);
coordNode->set_use_transform(true);
textureNode = graph->create_node<EnvironmentTextureNode>();
static_cast<EnvironmentTextureNode *>(textureNode)->set_filename(ustring(filename));
graph->connect(coordNode->output("Object"), textureNode->input("Vector"));
hasSpatialVarying = true;
}
else {
GeometryNode *coordNode = graph->create_node<GeometryNode>();
textureNode = graph->create_node<ImageTextureNode>();
static_cast<ImageTextureNode *>(textureNode)->set_filename(ustring(filename));
graph->connect(coordNode->output("Parametric"), textureNode->input("Vector"));
}
if (hasColorTemperature) {
VectorMathNode *mathNode = graph->create_node<VectorMathNode>();
mathNode->set_math_type(NODE_VECTOR_MATH_MULTIPLY);
graph->connect(textureNode->output("Color"), mathNode->input("Vector1"));
ShaderInput *const outputNodeInput = outputNode->input("Color");
graph->connect(outputNodeInput->link, mathNode->input("Vector2"));
graph->disconnect(outputNodeInput);
graph->connect(mathNode->output("Vector"), outputNodeInput);
}
else if (_lightType == HdPrimTypeTokens->domeLight) {
VectorMathNode *mathNode = graph->create_node<VectorMathNode>();
mathNode->set_math_type(NODE_VECTOR_MATH_MULTIPLY);
mathNode->set_vector2(_light->get_strength());
graph->connect(textureNode->output("Color"), mathNode->input("Vector1"));
graph->connect(mathNode->output("Vector"), outputNode->input("Color"));
}
else {
graph->connect(textureNode->output("Color"), outputNode->input("Color"));
}
}
}
Shader *const shader = _light->get_shader();
shader->set_graph(std::move(graph));
shader->tag_update((Scene *)_light->get_owner());
shader->has_surface_spatial_varying = hasSpatialVarying;
}
void HdCyclesLight::Finalize(HdRenderParam *renderParam)
{
if (!_light) {
return;
}
const SceneLock lock(renderParam);
const bool keep_nodes = static_cast<const HdCyclesSession *>(renderParam)->keep_nodes;
if (!keep_nodes) {
lock.scene->delete_node(_light);
lock.scene->delete_node(_object);
}
_light = nullptr;
_object = nullptr;
}
void HdCyclesLight::Initialize(HdRenderParam *renderParam)
{
if (_light) {
return;
}
const SceneLock lock(renderParam);
_object = lock.scene->create_node<Object>();
_object->name = GetId().GetString();
_light = lock.scene->create_node<Light>();
_light->name = GetId().GetString();
_object->set_geometry(_light);
_object->set_random_id(hash_uint2(hash_string(_light->name.c_str()), 0));
if (_lightType == HdPrimTypeTokens->domeLight) {
_light->set_light_type(LIGHT_BACKGROUND);
}
else if (_lightType == HdPrimTypeTokens->distantLight) {
_light->set_light_type(LIGHT_DISTANT);
}
else if (_lightType == HdPrimTypeTokens->diskLight) {
_light->set_light_type(LIGHT_AREA);
_light->set_ellipse(true);
_light->set_size(1.0f);
}
else if (_lightType == HdPrimTypeTokens->rectLight) {
_light->set_light_type(LIGHT_AREA);
_light->set_ellipse(false);
_light->set_size(1.0f);
}
else if (_lightType == HdPrimTypeTokens->sphereLight) {
_light->set_light_type(LIGHT_POINT);
_light->set_size(1.0f);
}
_light->set_use_mis(true);
_light->set_use_camera(false);
Shader *const shader = lock.scene->create_node<Shader>();
array<Node *> used_shaders;
used_shaders.push_back_slow(shader);
_light->set_used_shaders(used_shaders);
// Create default shader graph
PopulateShaderGraph(nullptr);
}
HDCYCLES_NAMESPACE_CLOSE_SCOPE