forked from blender/blender
BLEN-335: Export environment light #1
@ -20,6 +20,7 @@ set(INC
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../../../../intern/guardedalloc
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../../makesdna
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../../makesrna
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../../nodes
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../../blenlib
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../../depsgraph
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../../blenkernel
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@ -66,6 +67,8 @@ set(SRC
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sceneDelegate/scene.cc
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sceneDelegate/material.h
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sceneDelegate/material.cc
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sceneDelegate/world.h
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sceneDelegate/world.cc
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)
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set(LIB
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@ -50,10 +50,32 @@ void BlenderSceneDelegate::update_material(Material *material)
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}
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}
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void BlenderSceneDelegate::add_world(View3DShading &view3DShading, World &world)
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{
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SdfPath world_light_id = world_id(&view3DShading);
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LOG(INFO) << "Add world: " << world_light_id;
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if (world_data.shading != &view3DShading || world_data.world != &world) {
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world_data = WorldData(&view3DShading, &world);
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GetRenderIndex().InsertSprim(HdPrimTypeTokens->domeLight, this, world_light_id);
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}
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else {
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world_data.update_world();
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DagerD marked this conversation as resolved
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GetRenderIndex().GetChangeTracker().MarkSprimDirty(world_light_id, HdLight::AllDirty);
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DagerD marked this conversation as resolved
Bogdan Nagirniak
commented
if (world_data) ... if (world_data) ...
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}
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}
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bool BlenderSceneDelegate::GetVisible(SdfPath const &id)
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{
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DagerD marked this conversation as resolved
Bogdan Nagirniak
commented
```
if (!world_data) {
world_data = make_unique....
insertSprim
}
else {
world_data = make_unique....
changetracker
}
```
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ObjectData *obj_data = object_data(id);
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LOG(INFO) << "GetVisible: " << id.GetAsString() << " " << obj_data->is_visible();
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LOG(INFO) << "GetVisible: " << id.GetAsString();
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HdRenderIndex &index = GetRenderIndex();
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if (index.GetSprim(HdPrimTypeTokens->domeLight, id)) {
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return true;
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}
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return obj_data->is_visible();
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}
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@ -207,6 +229,15 @@ SdfPath BlenderSceneDelegate::material_id(Material *material)
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return GetDelegateID().AppendElementString(str);
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}
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SdfPath BlenderSceneDelegate::world_id(View3DShading *view3DShading)
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{
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/* Making id of material in form like M_<pointer in 16 hex digits format>. Example:
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* W_000002074e812088 */
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char str[32];
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snprintf(str, 32, "W_%016llx", (uint64_t)view3DShading);
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return GetDelegateID().AppendElementString(str);
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}
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bool BlenderSceneDelegate::supported_object(Object *object)
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
return GetDelegateID().AppendElementString("World"); return GetDelegateID().AppendElementString("World");
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{
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return object->type == OB_MESH ||
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@ -229,6 +260,10 @@ void BlenderSceneDelegate::Populate(BL::Depsgraph &b_deps, View3D *v3d)
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/* Export initial objects */
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update_collection();
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World *world = (World *)b_depsgraph->scene().world().ptr.data;
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add_world(view3d->shading, *world);
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is_populated = true;
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return;
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}
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@ -277,6 +312,12 @@ void BlenderSceneDelegate::Populate(BL::Depsgraph &b_deps, View3D *v3d)
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}
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continue;
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}
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if (id.is_a(&RNA_World)) {
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World *world = (World *)b_depsgraph->scene().world().ptr.data;
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add_world(view3d->shading, *world);
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continue;
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}
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}
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if (do_update_collection) {
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@ -397,6 +438,12 @@ GfMatrix4d BlenderSceneDelegate::GetTransform(SdfPath const& id)
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{
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LOG(INFO) << "GetTransform: " << id.GetAsString();
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HdRenderIndex &index = GetRenderIndex();
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if (index.GetSprim(HdPrimTypeTokens->domeLight, id)) {
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return GfMatrix4d().SetIdentity();
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}
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return objects[id].transform();
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}
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@ -404,6 +451,16 @@ VtValue BlenderSceneDelegate::GetLightParamValue(SdfPath const& id, TfToken cons
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{
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LOG(INFO) << "GetLightParamValue: " << id.GetAsString() << " [" << key.GetString() << "]";
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VtValue ret;
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HdRenderIndex &index = GetRenderIndex();
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if (index.GetSprim(HdPrimTypeTokens->domeLight, id)) {
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
add TODO comment like: implement this check via render settings add TODO comment like: implement this check via render settings
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if (world_data.has_data(key)) {
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ret = world_data.get_data(key);
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}
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}
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
move this to WorldData::transform() move this to WorldData::transform()
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else {
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ObjectData *obj_data = object_data(id);
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DagerD marked this conversation as resolved
Bogdan Nagirniak
commented
revert this block revert this block
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if (obj_data) {
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if (obj_data->has_data(key)) {
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@ -414,6 +471,7 @@ VtValue BlenderSceneDelegate::GetLightParamValue(SdfPath const& id, TfToken cons
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ret = 1.0f;
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}
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}
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}
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
else if (id == world_id()) {....} else if (id == world_id()) {....}
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return ret;
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}
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@ -15,6 +15,7 @@
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#include "RNA_blender_cpp.h"
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#include "object.h"
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#include "world.h"
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using namespace pxr;
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@ -49,6 +50,8 @@ private:
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void update_material(Material *material);
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void update_collection();
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void update_visibility();
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void add_world(View3DShading &view3DShading, World &world);
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SdfPath world_id(View3DShading *view3DShading);
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private:
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BL::Depsgraph *b_depsgraph;
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@ -56,6 +59,7 @@ private:
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bool is_populated;
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ObjectDataMap objects;
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MaterialDataMap materials;
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WorldData world_data;
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};
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
make is as unique_ptr, implement add/remove world make is as unique_ptr, implement add/remove world
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} // namespace blender::render::hydra
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116
source/blender/render/hydra/sceneDelegate/world.cc
Normal file
116
source/blender/render/hydra/sceneDelegate/world.cc
Normal file
@ -0,0 +1,116 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <pxr/base/vt/array.h>
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#include <pxr/base/gf/vec2f.h>
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#include <pxr/imaging/hd/light.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 "BKE_node.h"
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#include "BKE_node_runtime.hh"
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#include "NOD_shader.h"
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#include "world.h"
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/* TODO : add tftoken "transparency" and RPR specific? */
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using namespace pxr;
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namespace blender::render::hydra {
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WorldData::WorldData()
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: shading(nullptr),
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world(nullptr)
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{
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}
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WorldData::WorldData(View3DShading *shading, World *world)
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: shading(shading),
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world(world)
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{
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set_as_world();
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}
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std::string WorldData::name()
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{
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
`(World *world, bContext *context)`
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return "";
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}
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int WorldData::type()
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{
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//return object->type;
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return 0;
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}
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TfToken WorldData::prim_type()
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{
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return HdPrimTypeTokens->domeLight;
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}
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GfMatrix4d WorldData::transform()
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{
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return GfMatrix4d();
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}
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VtValue &WorldData::get_data(TfToken const &key)
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{
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return data[key];
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}
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bool WorldData::has_data(TfToken const &key)
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{
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return data.find(key) != data.end();
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}
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void WorldData::update_world()
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{
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set_as_world();
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}
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void WorldData::set_as_world()
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{
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if (world->use_nodes) {
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bNode *output_node = ntreeShaderOutputNode(world->nodetree, SHD_OUTPUT_ALL);
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bNodeSocket input_socket = output_node->input_by_identifier("Surface");
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bNodeLink const *link = input_socket.directly_linked_links()[0];
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bNode *input_node = link->fromnode;
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bNodeSocket color_input = input_node->input_by_identifier("Color");
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bNodeSocket strength_input = input_node->input_by_identifier("Strength");
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float const *color = color_input.default_value_typed<float>();
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float const *strength = strength_input.default_value_typed<float>();
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data[HdLightTokens->intensity] = strength[1];
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
move to constructor move to constructor
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data[HdLightTokens->exposure] = 1.0f;
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data[HdLightTokens->color] = GfVec3f(color[0], color[1], color[2]);
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//blender::Span<bNode *> world_nodes = world->nodetree->nodes_by_type("ShaderNodeOutputWorld");
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}
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else {
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DagerD marked this conversation as resolved
Bogdan Nagirniak
commented
`string const &`
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data[HdLightTokens->intensity] = 1.0f;
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data[HdLightTokens->exposure] = world->exposure;
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data[HdLightTokens->color] = GfVec3f(
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world->horr,
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world->horg,
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world->horb
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);
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}
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}
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void WorldData::set_as_shading()
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{
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data[HdLightTokens->intensity] = 1.0f;
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data[HdLightTokens->exposure] = 1.0f;
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data[HdLightTokens->color] = GfVec3f(
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shading->single_color[0],
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shading->single_color[1],
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shading->single_color[2]
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);
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}
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} // namespace blender::render::hydra
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51
source/blender/render/hydra/sceneDelegate/world.h
Normal file
51
source/blender/render/hydra/sceneDelegate/world.h
Normal file
@ -0,0 +1,51 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include <map>
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#include <pxr/base/gf/matrix4d.h>
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#include <pxr/usd/sdf/path.h>
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#include <pxr/base/vt/value.h>
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#include "pxr/base/tf/staticTokens.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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namespace blender::render::hydra {
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class WorldData {
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public:
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WorldData();
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WorldData(View3DShading *shading, World *world);
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std::string name();
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int type();
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pxr::TfToken prim_type();
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pxr::GfMatrix4d transform();
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pxr::VtValue &get_data(pxr::TfToken const &key);
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template<class T>
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const T &get_data(pxr::TfToken const &key);
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bool has_data(pxr::TfToken const &key);
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void update_world();
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View3DShading *shading;
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
no need update_world() just recreate it in scene delegate no need update_world() just recreate it in scene delegate
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World *world;
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private:
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std::map<pxr::TfToken, pxr::VtValue> data;
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void set_as_world();
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void set_as_shading();
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};
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template<class T>
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const T &WorldData::get_data(pxr::TfToken const &key)
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
remove unused methods remove unused methods
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{
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return get_data(key).Get<T>();
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}
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} // namespace blender::render::hydra
|
Loading…
Reference in New Issue
Block a user
world_data = nullptr;