Files
test2/intern/cycles/blender/light.cpp

216 lines
7.0 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "scene/light.h"
#include "blender/light_linking.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "util/hash.h"
CCL_NAMESPACE_BEGIN
void BlenderSync::sync_light(BL::Object &b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BObjectInfo &b_ob_info,
const int random_id,
Transform &tfm,
bool *use_portal)
{
/* test if we need to sync */
const ObjectKey key(b_parent, persistent_id, b_ob_info.real_object, false);
BL::Light b_light(b_ob_info.object_data);
Light *light = light_map.find(key);
/* Check if the transform was modified, in case a linked collection is moved we do not get a
* specific depsgraph update (#88515). This also mimics the behavior for Objects. */
const bool tfm_updated = (light && light->get_tfm() != tfm);
/* Update if either object or light data changed. */
if (!light_map.add_or_update(&light, b_ob_info.real_object, b_parent, key) && !tfm_updated) {
Shader *shader;
if (!shader_map.add_or_update(&shader, b_light)) {
if (light->get_is_portal()) {
*use_portal = true;
}
return;
}
}
light->name = b_light.name().c_str();
/* type */
switch (b_light.type()) {
case BL::Light::type_POINT: {
BL::PointLight b_point_light(b_light);
light->set_size(b_point_light.shadow_soft_size());
light->set_light_type(LIGHT_POINT);
light->set_is_sphere(!b_point_light.use_soft_falloff());
break;
}
case BL::Light::type_SPOT: {
BL::SpotLight b_spot_light(b_light);
light->set_size(b_spot_light.shadow_soft_size());
light->set_light_type(LIGHT_SPOT);
light->set_spot_angle(b_spot_light.spot_size());
light->set_spot_smooth(b_spot_light.spot_blend());
light->set_is_sphere(!b_spot_light.use_soft_falloff());
break;
}
/* Hemi were removed from 2.8 */
// case BL::Light::type_HEMI: {
// light->type = LIGHT_DISTANT;
// light->size = 0.0f;
// break;
// }
case BL::Light::type_SUN: {
BL::SunLight b_sun_light(b_light);
light->set_angle(b_sun_light.angle());
light->set_light_type(LIGHT_DISTANT);
break;
}
case BL::Light::type_AREA: {
BL::AreaLight b_area_light(b_light);
light->set_size(1.0f);
light->set_sizeu(b_area_light.size());
light->set_spread(b_area_light.spread());
switch (b_area_light.shape()) {
case BL::AreaLight::shape_SQUARE:
light->set_sizev(light->get_sizeu());
light->set_ellipse(false);
break;
case BL::AreaLight::shape_RECTANGLE:
light->set_sizev(b_area_light.size_y());
light->set_ellipse(false);
break;
case BL::AreaLight::shape_DISK:
light->set_sizev(light->get_sizeu());
light->set_ellipse(true);
break;
case BL::AreaLight::shape_ELLIPSE:
light->set_sizev(b_area_light.size_y());
light->set_ellipse(true);
break;
}
light->set_light_type(LIGHT_AREA);
break;
}
}
/* strength */
const float3 strength = get_float3(b_light.color()) * BL::PointLight(b_light).energy();
light->set_strength(strength);
/* location and (inverted!) direction */
light->set_tfm(tfm);
/* shader */
array<Node *> used_shaders;
find_shader(b_light, used_shaders, scene->default_light);
light->set_shader(static_cast<Shader *>(used_shaders[0]));
/* shadow */
PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
light->set_cast_shadow(b_light.use_shadow());
light->set_use_mis(get_boolean(clight, "use_multiple_importance_sampling"));
/* caustics light */
light->set_use_caustics(get_boolean(clight, "is_caustics_light"));
light->set_max_bounces(get_int(clight, "max_bounces"));
if (b_ob_info.real_object != b_ob_info.iter_object) {
light->set_random_id(random_id);
}
else {
light->set_random_id(hash_uint2(hash_string(b_ob_info.real_object.name().c_str()), 0));
}
if (light->get_light_type() == LIGHT_AREA) {
light->set_is_portal(get_boolean(clight, "is_portal"));
}
else {
light->set_is_portal(false);
}
if (light->get_is_portal()) {
*use_portal = true;
}
/* visibility */
const uint visibility = object_ray_visibility(b_ob_info.real_object);
light->set_use_camera((visibility & PATH_RAY_CAMERA) != 0);
light->set_use_diffuse((visibility & PATH_RAY_DIFFUSE) != 0);
light->set_use_glossy((visibility & PATH_RAY_GLOSSY) != 0);
light->set_use_transmission((visibility & PATH_RAY_TRANSMIT) != 0);
light->set_use_scatter((visibility & PATH_RAY_VOLUME_SCATTER) != 0);
light->set_is_shadow_catcher(b_ob_info.real_object.is_shadow_catcher());
/* Light group and linking. */
string lightgroup = b_ob_info.real_object.lightgroup();
if (lightgroup.empty()) {
lightgroup = b_parent.lightgroup();
}
light->set_lightgroup(ustring(lightgroup));
light->set_light_set_membership(
BlenderLightLink::get_light_set_membership(PointerRNA_NULL, b_ob_info.real_object));
light->set_shadow_set_membership(
BlenderLightLink::get_shadow_set_membership(PointerRNA_NULL, b_ob_info.real_object));
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
{
BL::World b_world = view_layer.world_override ? view_layer.world_override : b_scene.world();
if (b_world) {
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
enum SamplingMethod { SAMPLING_NONE = 0, SAMPLING_AUTOMATIC, SAMPLING_MANUAL, SAMPLING_NUM };
const int sampling_method = get_enum(
cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC);
const bool sample_as_light = (sampling_method != SAMPLING_NONE);
if (sample_as_light || use_portal) {
/* test if we need to sync */
Light *light;
const ObjectKey key(b_world, nullptr, b_world, false);
if (light_map.add_or_update(&light, b_world, b_world, key) || world_recalc ||
b_world.ptr.data != world_map)
{
light->set_light_type(LIGHT_BACKGROUND);
if (sampling_method == SAMPLING_MANUAL) {
light->set_map_resolution(get_int(cworld, "sample_map_resolution"));
}
else {
light->set_map_resolution(0);
}
light->set_shader(scene->default_background);
light->set_use_mis(sample_as_light);
light->set_max_bounces(get_int(cworld, "max_bounces"));
/* force enable light again when world is resynced */
light->set_is_enabled(true);
/* caustic light */
light->set_use_caustics(get_boolean(cworld, "is_caustics_light"));
light->tag_update(scene);
light_map.set_recalc(b_world);
}
}
}
world_map = b_world.ptr.data;
world_recalc = false;
viewport_parameters = BlenderViewportParameters(b_v3d, use_developer_ui);
}
CCL_NAMESPACE_END