1
2
3 /*
4 * Copyright 2011-2013 Blender Foundation
5 *
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
9 *
10 * http://www.apache.org/licenses/LICENSE-2.0
11 *
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
17 */
18
19 #include "render/light.h"
20
21 #include "blender/blender_sync.h"
22 #include "blender/blender_util.h"
23
24 #include "util/util_hash.h"
25
26 CCL_NAMESPACE_BEGIN
27
sync_light(BL::Object & b_parent,int persistent_id[OBJECT_PERSISTENT_ID_SIZE],BL::Object & b_ob,BL::Object & b_ob_instance,int random_id,Transform & tfm,bool * use_portal)28 void BlenderSync::sync_light(BL::Object &b_parent,
29 int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
30 BL::Object &b_ob,
31 BL::Object &b_ob_instance,
32 int random_id,
33 Transform &tfm,
34 bool *use_portal)
35 {
36 /* test if we need to sync */
37 Light *light;
38 ObjectKey key(b_parent, persistent_id, b_ob_instance, false);
39 BL::Light b_light(b_ob.data());
40
41 /* Update if either object or light data changed. */
42 if (!light_map.add_or_update(&light, b_ob, b_parent, key)) {
43 Shader *shader;
44 if (!shader_map.add_or_update(&shader, b_light)) {
45 if (light->is_portal)
46 *use_portal = true;
47 return;
48 }
49 }
50
51 /* type */
52 switch (b_light.type()) {
53 case BL::Light::type_POINT: {
54 BL::PointLight b_point_light(b_light);
55 light->size = b_point_light.shadow_soft_size();
56 light->type = LIGHT_POINT;
57 break;
58 }
59 case BL::Light::type_SPOT: {
60 BL::SpotLight b_spot_light(b_light);
61 light->size = b_spot_light.shadow_soft_size();
62 light->type = LIGHT_SPOT;
63 light->spot_angle = b_spot_light.spot_size();
64 light->spot_smooth = b_spot_light.spot_blend();
65 break;
66 }
67 /* Hemi were removed from 2.8 */
68 // case BL::Light::type_HEMI: {
69 // light->type = LIGHT_DISTANT;
70 // light->size = 0.0f;
71 // break;
72 // }
73 case BL::Light::type_SUN: {
74 BL::SunLight b_sun_light(b_light);
75 light->angle = b_sun_light.angle();
76 light->type = LIGHT_DISTANT;
77 break;
78 }
79 case BL::Light::type_AREA: {
80 BL::AreaLight b_area_light(b_light);
81 light->size = 1.0f;
82 light->axisu = transform_get_column(&tfm, 0);
83 light->axisv = transform_get_column(&tfm, 1);
84 light->sizeu = b_area_light.size();
85 switch (b_area_light.shape()) {
86 case BL::AreaLight::shape_SQUARE:
87 light->sizev = light->sizeu;
88 light->round = false;
89 break;
90 case BL::AreaLight::shape_RECTANGLE:
91 light->sizev = b_area_light.size_y();
92 light->round = false;
93 break;
94 case BL::AreaLight::shape_DISK:
95 light->sizev = light->sizeu;
96 light->round = true;
97 break;
98 case BL::AreaLight::shape_ELLIPSE:
99 light->sizev = b_area_light.size_y();
100 light->round = true;
101 break;
102 }
103 light->type = LIGHT_AREA;
104 break;
105 }
106 }
107
108 /* strength */
109 light->strength = get_float3(b_light.color());
110 light->strength *= BL::PointLight(b_light).energy();
111
112 /* location and (inverted!) direction */
113 light->co = transform_get_column(&tfm, 3);
114 light->dir = -transform_get_column(&tfm, 2);
115 light->tfm = tfm;
116
117 /* shader */
118 vector<Shader *> used_shaders;
119 find_shader(b_light, used_shaders, scene->default_light);
120 light->shader = used_shaders[0];
121
122 /* shadow */
123 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
124 PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
125 light->cast_shadow = get_boolean(clight, "cast_shadow");
126 light->use_mis = get_boolean(clight, "use_multiple_importance_sampling");
127
128 int samples = get_int(clight, "samples");
129 if (get_boolean(cscene, "use_square_samples"))
130 light->samples = samples * samples;
131 else
132 light->samples = samples;
133
134 light->max_bounces = get_int(clight, "max_bounces");
135
136 if (b_ob != b_ob_instance) {
137 light->random_id = random_id;
138 }
139 else {
140 light->random_id = hash_uint2(hash_string(b_ob.name().c_str()), 0);
141 }
142
143 if (light->type == LIGHT_AREA)
144 light->is_portal = get_boolean(clight, "is_portal");
145 else
146 light->is_portal = false;
147
148 if (light->is_portal)
149 *use_portal = true;
150
151 /* visibility */
152 uint visibility = object_ray_visibility(b_ob);
153 light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
154 light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
155 light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
156 light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
157
158 /* tag */
159 light->tag_update(scene);
160 }
161
sync_background_light(BL::SpaceView3D & b_v3d,bool use_portal)162 void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
163 {
164 BL::World b_world = b_scene.world();
165
166 if (b_world) {
167 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
168 PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
169
170 enum SamplingMethod { SAMPLING_NONE = 0, SAMPLING_AUTOMATIC, SAMPLING_MANUAL, SAMPLING_NUM };
171 int sampling_method = get_enum(cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC);
172 bool sample_as_light = (sampling_method != SAMPLING_NONE);
173
174 if (sample_as_light || use_portal) {
175 /* test if we need to sync */
176 Light *light;
177 ObjectKey key(b_world, 0, b_world, false);
178
179 if (light_map.add_or_update(&light, b_world, b_world, key) || world_recalc ||
180 b_world.ptr.data != world_map) {
181 light->type = LIGHT_BACKGROUND;
182 if (sampling_method == SAMPLING_MANUAL) {
183 light->map_resolution = get_int(cworld, "sample_map_resolution");
184 }
185 else {
186 light->map_resolution = 0;
187 }
188 light->shader = scene->default_background;
189 light->use_mis = sample_as_light;
190 light->max_bounces = get_int(cworld, "max_bounces");
191
192 /* force enable light again when world is resynced */
193 light->is_enabled = true;
194
195 int samples = get_int(cworld, "samples");
196 if (get_boolean(cscene, "use_square_samples"))
197 light->samples = samples * samples;
198 else
199 light->samples = samples;
200
201 light->tag_update(scene);
202 light_map.set_recalc(b_world);
203 }
204 }
205 }
206
207 world_map = b_world.ptr.data;
208 world_recalc = false;
209 viewport_parameters = BlenderViewportParameters(b_v3d);
210 }
211
212 CCL_NAMESPACE_END
213