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.
121 lines
4.2 KiB
C++
121 lines
4.2 KiB
C++
/* SPDX-FileCopyrightText: 2019 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "usd_writer_light.h"
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#include "usd_hierarchy_iterator.h"
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#include <pxr/usd/usdLux/diskLight.h>
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#include <pxr/usd/usdLux/distantLight.h>
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#include <pxr/usd/usdLux/rectLight.h>
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#include <pxr/usd/usdLux/shapingAPI.h>
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#include <pxr/usd/usdLux/sphereLight.h>
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#include "BLI_assert.h"
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#include "BLI_math_rotation.h"
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#include "BLI_utildefines.h"
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#include "DNA_light_types.h"
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#include "DNA_object_types.h"
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namespace blender::io::usd {
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USDLightWriter::USDLightWriter(const USDExporterContext &ctx) : USDAbstractWriter(ctx) {}
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bool USDLightWriter::is_supported(const HierarchyContext * /*context*/) const
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{
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return true;
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}
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void USDLightWriter::do_write(HierarchyContext &context)
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{
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pxr::UsdStageRefPtr stage = usd_export_context_.stage;
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const pxr::SdfPath &usd_path = usd_export_context_.usd_path;
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pxr::UsdTimeCode timecode = get_export_time_code();
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Light *light = static_cast<Light *>(context.object->data);
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pxr::UsdLuxLightAPI usd_light_api;
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switch (light->type) {
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case LA_AREA: {
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switch (light->area_shape) {
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case LA_AREA_RECT: {
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pxr::UsdLuxRectLight rect_light = pxr::UsdLuxRectLight::Define(stage, usd_path);
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rect_light.CreateWidthAttr().Set(light->area_size, timecode);
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rect_light.CreateHeightAttr().Set(light->area_sizey, timecode);
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usd_light_api = rect_light.LightAPI();
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break;
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}
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case LA_AREA_SQUARE: {
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pxr::UsdLuxRectLight rect_light = pxr::UsdLuxRectLight::Define(stage, usd_path);
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rect_light.CreateWidthAttr().Set(light->area_size, timecode);
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rect_light.CreateHeightAttr().Set(light->area_size, timecode);
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usd_light_api = rect_light.LightAPI();
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break;
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}
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case LA_AREA_DISK: {
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pxr::UsdLuxDiskLight disk_light = pxr::UsdLuxDiskLight::Define(stage, usd_path);
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disk_light.CreateRadiusAttr().Set(light->area_size / 2.0f, timecode);
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usd_light_api = disk_light.LightAPI();
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break;
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}
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case LA_AREA_ELLIPSE: {
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/* An ellipse light deteriorates into a disk light. */
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pxr::UsdLuxDiskLight disk_light = pxr::UsdLuxDiskLight::Define(stage, usd_path);
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disk_light.CreateRadiusAttr().Set((light->area_size + light->area_sizey) / 4.0f,
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timecode);
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usd_light_api = disk_light.LightAPI();
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break;
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}
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}
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break;
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}
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case LA_LOCAL:
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case LA_SPOT: {
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pxr::UsdLuxSphereLight sphere_light = pxr::UsdLuxSphereLight::Define(stage, usd_path);
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sphere_light.CreateRadiusAttr().Set(light->radius, timecode);
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if (light->radius == 0.0f) {
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sphere_light.CreateTreatAsPointAttr().Set(true, timecode);
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}
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if (light->type == LA_SPOT) {
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pxr::UsdLuxShapingAPI shaping_api = pxr::UsdLuxShapingAPI::Apply(sphere_light.GetPrim());
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if (shaping_api) {
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shaping_api.CreateShapingConeAngleAttr().Set(RAD2DEGF(light->spotsize) / 2.0f, timecode);
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shaping_api.CreateShapingConeSoftnessAttr().Set(light->spotblend, timecode);
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}
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}
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usd_light_api = sphere_light.LightAPI();
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break;
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}
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case LA_SUN: {
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pxr::UsdLuxDistantLight distant_light = pxr::UsdLuxDistantLight::Define(stage, usd_path);
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distant_light.CreateAngleAttr().Set(RAD2DEGF(light->sun_angle / 2.0f), timecode);
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usd_light_api = distant_light.LightAPI();
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break;
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}
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default:
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BLI_assert_unreachable();
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break;
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}
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float intensity;
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if (light->type == LA_SUN) {
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/* Unclear why, but approximately matches Karma. */
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intensity = light->energy / 4.0f;
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}
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else {
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/* Convert from radiant flux to intensity. */
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intensity = light->energy / M_PI;
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}
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usd_light_api.CreateIntensityAttr().Set(intensity, timecode);
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usd_light_api.CreateExposureAttr().Set(0.0f, timecode);
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usd_light_api.CreateColorAttr().Set(pxr::GfVec3f(light->r, light->g, light->b), timecode);
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usd_light_api.CreateDiffuseAttr().Set(light->diff_fac, timecode);
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usd_light_api.CreateSpecularAttr().Set(light->spec_fac, timecode);
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usd_light_api.CreateNormalizeAttr().Set(true, timecode);
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}
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} // namespace blender::io::usd
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