Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
158 lines
5.0 KiB
C++
158 lines
5.0 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "world.h"
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#include <pxr/base/gf/rotation.h>
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#include <pxr/base/gf/vec2f.h>
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#include <pxr/base/vt/array.h>
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#include <pxr/imaging/hd/light.h>
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#include <pxr/imaging/hd/renderDelegate.h>
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#include <pxr/imaging/hd/tokens.h>
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#include <pxr/usd/usdLux/tokens.h>
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_math_rotation.h"
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#include "BLI_path_util.h"
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#include "BKE_node.h"
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#include "BKE_node_runtime.hh"
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#include "BKE_studiolight.h"
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#include "NOD_shader.h"
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#include "hydra_scene_delegate.h"
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#include "image.h"
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/* TODO: add custom `tftoken` "transparency"? */
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/* NOTE: opacity and blur aren't supported by USD */
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namespace blender::io::hydra {
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WorldData::WorldData(HydraSceneDelegate *scene_delegate, pxr::SdfPath const &prim_id)
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: LightData(scene_delegate, nullptr, prim_id)
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{
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prim_type_ = pxr::HdPrimTypeTokens->domeLight;
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}
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void WorldData::init()
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{
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data_.clear();
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data_[pxr::UsdLuxTokens->orientToStageUpAxis] = true;
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float intensity = 1.0f;
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float exposure = 1.0f;
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pxr::GfVec3f color(1.0f, 1.0f, 1.0f);
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pxr::SdfAssetPath texture_file;
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if (scene_delegate_->shading_settings.use_scene_world) {
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const World *world = scene_delegate_->scene->world;
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ID_LOG(1, "%s", world->id.name);
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exposure = world->exposure;
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if (world->use_nodes) {
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/* TODO: Create nodes parsing system */
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bNode *output_node = ntreeShaderOutputNode(world->nodetree, SHD_OUTPUT_ALL);
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const Span<bNodeSocket *> input_sockets = output_node->input_sockets();
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bNodeSocket *input_socket = nullptr;
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for (auto socket : input_sockets) {
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if (STREQ(socket->name, "Surface")) {
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input_socket = socket;
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break;
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}
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}
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if (!input_socket) {
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return;
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}
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bNodeLink const *link = input_socket->directly_linked_links()[0];
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if (input_socket->directly_linked_links().is_empty()) {
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return;
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}
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bNode *input_node = link->fromnode;
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if (input_node->type != SH_NODE_BACKGROUND) {
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return;
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}
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const bNodeSocket &color_input = input_node->input_by_identifier("Color");
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const bNodeSocket &strength_input = input_node->input_by_identifier("Strength");
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float const *strength = strength_input.default_value_typed<float>();
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float const *input_color = color_input.default_value_typed<float>();
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intensity = strength[1];
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color = pxr::GfVec3f(input_color[0], input_color[1], input_color[2]);
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if (!color_input.directly_linked_links().is_empty()) {
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bNode *color_input_node = color_input.directly_linked_links()[0]->fromnode;
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if (ELEM(color_input_node->type, SH_NODE_TEX_IMAGE, SH_NODE_TEX_ENVIRONMENT)) {
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NodeTexImage *tex = static_cast<NodeTexImage *>(color_input_node->storage);
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Image *image = (Image *)color_input_node->id;
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if (image) {
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std::string image_path = cache_or_get_image_file(
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scene_delegate_->bmain, scene_delegate_->scene, image, &tex->iuser);
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if (!image_path.empty()) {
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texture_file = pxr::SdfAssetPath(image_path, image_path);
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}
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}
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}
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}
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}
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else {
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intensity = 1.0f;
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color = pxr::GfVec3f(world->horr, world->horg, world->horb);
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}
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if (texture_file.GetAssetPath().empty()) {
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float fill_color[4] = {color[0], color[1], color[2], 1.0f};
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std::string image_path = cache_image_color(fill_color);
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texture_file = pxr::SdfAssetPath(image_path, image_path);
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}
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}
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else {
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ID_LOG(1, "studiolight: %s", scene_delegate_->shading_settings.studiolight_name.c_str());
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StudioLight *sl = BKE_studiolight_find(
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scene_delegate_->shading_settings.studiolight_name.c_str(),
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STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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if (sl != nullptr && sl->flag & STUDIOLIGHT_TYPE_WORLD) {
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texture_file = pxr::SdfAssetPath(sl->filepath, sl->filepath);
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/* coefficient to follow Cycles result */
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intensity = scene_delegate_->shading_settings.studiolight_intensity / 2;
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}
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}
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data_[pxr::HdLightTokens->intensity] = intensity;
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data_[pxr::HdLightTokens->exposure] = exposure;
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data_[pxr::HdLightTokens->color] = color;
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data_[pxr::HdLightTokens->textureFile] = texture_file;
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write_transform();
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}
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void WorldData::update()
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{
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ID_LOG(1, "");
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init();
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scene_delegate_->GetRenderIndex().GetChangeTracker().MarkSprimDirty(prim_id,
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pxr::HdLight::AllDirty);
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}
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void WorldData::write_transform()
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{
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transform = pxr::GfMatrix4d().SetRotate(pxr::GfRotation(pxr::GfVec3d(1.0, 0.0, 0.0), 90.0)) *
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pxr::GfMatrix4d().SetRotate(pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, 1.0), 90.0));
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if (!scene_delegate_->shading_settings.use_scene_world) {
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transform *= pxr::GfMatrix4d().SetRotate(
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pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, -1.0),
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RAD2DEGF(scene_delegate_->shading_settings.studiolight_rotation)));
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}
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}
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} // namespace blender::io::hydra
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