/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "scene/light.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, int random_id, Transform &tfm, bool *use_portal) { /* test if we need to sync */ 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 (T88515). 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; } } /* 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); 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()); 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_axisu(transform_get_column(&tfm, 0)); light->set_axisv(transform_get_column(&tfm, 1)); 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_round(false); break; case BL::AreaLight::shape_RECTANGLE: light->set_sizev(b_area_light.size_y()); light->set_round(false); break; case BL::AreaLight::shape_DISK: light->set_sizev(light->get_sizeu()); light->set_round(true); break; case BL::AreaLight::shape_ELLIPSE: light->set_sizev(b_area_light.size_y()); light->set_round(true); break; } light->set_light_type(LIGHT_AREA); break; } } /* strength */ float3 strength = get_float3(b_light.color()) * BL::PointLight(b_light).energy(); light->set_strength(strength); /* location and (inverted!) direction */ light->set_co(transform_get_column(&tfm, 3)); light->set_dir(-transform_get_column(&tfm, 2)); light->set_tfm(tfm); /* shader */ array used_shaders; find_shader(b_light, used_shaders, scene->default_light); light->set_shader(static_cast(used_shaders[0])); /* shadow */ PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles"); light->set_cast_shadow(get_boolean(clight, "cast_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 */ 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()); /* lightgroup */ light->set_lightgroup(ustring(b_ob_info.real_object.lightgroup())); /* tag */ light->tag_update(scene); } void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal) { BL::World b_world = 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 }; int sampling_method = get_enum(cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC); bool sample_as_light = (sampling_method != SAMPLING_NONE); if (sample_as_light || use_portal) { /* test if we need to sync */ Light *light; ObjectKey key(b_world, 0, 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