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# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
import bpy
import math
from typing import Optional, List, Dict, Any
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from ..com.gltf2_blender_extras import generate_extras
from ..com.gltf2_blender_conversion import PBR_WATTS_TO_LUMENS
from io_scene_gltf2.io.com import gltf2_io_lights_punctual
from io_scene_gltf2.io.com import gltf2_io_debug
from io_scene_gltf2.blender.exp import gltf2_blender_gather_light_spots
from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
@cached
def gather_lights_punctual(blender_lamp, export_settings) -> Optional[Dict[str, Any]]:
if not __filter_lights_punctual(blender_lamp, export_settings):
return None
light = gltf2_io_lights_punctual.Light(
color=__gather_color(blender_lamp, export_settings),
intensity=__gather_intensity(blender_lamp, export_settings),
spot=__gather_spot(blender_lamp, export_settings),
type=__gather_type(blender_lamp, export_settings),
range=__gather_range(blender_lamp, export_settings),
name=__gather_name(blender_lamp, export_settings),
extensions=__gather_extensions(blender_lamp, export_settings),
extras=__gather_extras(blender_lamp, export_settings)
)
return light.to_dict()
def __filter_lights_punctual(blender_lamp, export_settings) -> bool:
if blender_lamp.type in ["HEMI", "AREA"]:
gltf2_io_debug.print_console("WARNING", "Unsupported light source {}".format(blender_lamp.type))
return False
return True
def __gather_color(blender_lamp, export_settings) -> Optional[List[float]]:
emission_node = __get_cycles_emission_node(blender_lamp)
if emission_node is not None:
return list(emission_node.inputs["Color"].default_value)[:3]
return list(blender_lamp.color)
def __gather_intensity(blender_lamp, export_settings) -> Optional[float]:
emission_node = __get_cycles_emission_node(blender_lamp)
if emission_node is not None:
if blender_lamp.type != 'SUN':
# When using cycles, the strength should be influenced by a LightFalloff node
result = gltf2_blender_search_node_tree.from_socket(
emission_node.inputs.get("Strength"),
gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeLightFalloff)
)
if result:
quadratic_falloff_node = result[0].shader_node
emission_strength = quadratic_falloff_node.inputs["Strength"].default_value / (math.pi * 4.0)
else:
gltf2_io_debug.print_console('WARNING',
'No quadratic light falloff node attached to emission strength property')
emission_strength = blender_lamp.energy
else:
emission_strength = emission_node.inputs["Strength"].default_value
else:
emission_strength = blender_lamp.energy
if export_settings['gltf_lighting_mode'] == 'RAW':
return emission_strength
else:
# Assume at this point the computed strength is still in the appropriate watt-related SI unit, which if everything up to here was done with physical basis it hopefully should be.
if blender_lamp.type == 'SUN': # W/m^2 in Blender to lm/m^2 for GLTF/KHR_lights_punctual.
emission_luminous = emission_strength
else:
# Other than directional, only point and spot lamps are supported by GLTF.
# In Blender, points are omnidirectional W, and spots are specified as if they're points.
# Point and spot should both be lm/r^2 in GLTF.
emission_luminous = emission_strength / (4*math.pi)
if export_settings['gltf_lighting_mode'] == 'SPEC':
emission_luminous *= PBR_WATTS_TO_LUMENS
elif export_settings['gltf_lighting_mode'] == 'COMPAT':
pass # Just so we have an exhaustive tree to catch bugged values.
else:
raise ValueError(export_settings['gltf_lighting_mode'])
return emission_luminous
def __gather_spot(blender_lamp, export_settings) -> Optional[gltf2_io_lights_punctual.LightSpot]:
if blender_lamp.type == "SPOT":
return gltf2_blender_gather_light_spots.gather_light_spot(blender_lamp, export_settings)
return None
def __gather_type(blender_lamp, _) -> str:
return {
"POINT": "point",
"SUN": "directional",
"SPOT": "spot"
}[blender_lamp.type]
def __gather_range(blender_lamp, export_settings) -> Optional[float]:
if blender_lamp.use_custom_distance:
return blender_lamp.cutoff_distance
return None
def __gather_name(blender_lamp, export_settings) -> Optional[str]:
return blender_lamp.name
def __gather_extensions(blender_lamp, export_settings) -> Optional[dict]:
return None
def __gather_extras(blender_lamp, export_settings) -> Optional[Any]:
if export_settings['gltf_extras']:
return generate_extras(blender_lamp)
return None
def __get_cycles_emission_node(blender_lamp) -> Optional[bpy.types.ShaderNodeEmission]:
if blender_lamp.use_nodes and blender_lamp.node_tree:
for currentNode in blender_lamp.node_tree.nodes:
is_shadernode_output = isinstance(currentNode, bpy.types.ShaderNodeOutputLight)
if is_shadernode_output:
if not currentNode.is_active_output:
continue
result = gltf2_blender_search_node_tree.from_socket(
currentNode.inputs.get("Surface"),
gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeEmission)
)
if not result:
continue
return result[0].shader_node
return None
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