forked from blender/blender
Need to do the same light power as Cycles in Watts for Hydra RPR #34
@ -30,23 +30,24 @@ void LightData::init()
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float intensity = light->energy;
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float intensity = light->energy;
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if (scene_delegate_->engine_type == BlenderSceneDelegate::EngineType::PREVIEW) {
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if (scene_delegate_->engine_type == BlenderSceneDelegate::EngineType::PREVIEW) {
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intensity *= 0.001;
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intensity *= 0.001f;
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}
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}
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data_[pxr::HdLightTokens->intensity] = intensity;
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//intensity *= 0.001f;
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data_[pxr::HdLightTokens->color] = pxr::GfVec3f(light->r, light->g, light->b);
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data_[pxr::HdLightTokens->color] = pxr::GfVec3f(light->r, light->g, light->b);
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switch (light->type) {
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switch (light->type) {
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case LA_LOCAL:
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case LA_LOCAL:
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Bogdan Nagirniak
commented
if radius == 0, maybe if radius == 0, maybe `data_[pxr::UsdLuxTokens->treatAsPoint] = true;` ?
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data_[pxr::HdLightTokens->radius] = light->area_size / 2;
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data_[pxr::HdLightTokens->radius] = light->radius;
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data_[pxr::HdLightTokens->normalize] = true;
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break;
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break;
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case LA_SUN:
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case LA_SUN:
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Brian Savery (AMD)
commented
This seems like a strange value. How was this found? This seems like a strange value. How was this found?
Georgiy Markelov
commented
Every value has been found empirically. Every value has been found empirically.
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data_[pxr::HdLightTokens->angle] = light->sun_angle * 180.0 / M_PI;
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data_[pxr::HdLightTokens->angle] = light->sun_angle * 180.0f / float(M_PI);
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break;
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break;
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case LA_SPOT:
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case LA_SPOT:
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data_[pxr::UsdLuxTokens->inputsShapingConeAngle] = (float)(light->spotsize / 2.0f * 180.0f / M_PI);
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data_[pxr::UsdLuxTokens->inputsShapingConeAngle] = light->spotsize / 2.0f * 180.0f / float(M_PI);
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data_[pxr::UsdLuxTokens->inputsShapingConeSoftness] = light->spotblend;
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data_[pxr::UsdLuxTokens->inputsShapingConeSoftness] = light->spotblend;
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data_[pxr::UsdLuxTokens->treatAsPoint] = true;
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data_[pxr::UsdLuxTokens->treatAsPoint] = true;
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break;
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break;
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@ -63,11 +64,13 @@ void LightData::init()
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break;
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break;
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case LA_AREA_DISK:
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case LA_AREA_DISK:
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data_[pxr::HdLightTokens->radius] = light->area_size / 2;
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data_[pxr::HdLightTokens->radius] = light->area_size / 2.0f;
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intensity /= 2.0f;
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break;
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break;
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case LA_AREA_ELLIPSE:
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case LA_AREA_ELLIPSE:
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data_[pxr::HdLightTokens->radius] = (light->area_size + light->area_sizey) / 4;
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data_[pxr::HdLightTokens->radius] = (light->area_size + light->area_sizey) / 4.0f;
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intensity /= 2.0f;
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break;
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break;
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default:
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default:
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@ -80,6 +83,8 @@ void LightData::init()
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break;
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break;
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}
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}
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data_[pxr::HdLightTokens->intensity] = intensity;
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prim_type_ = prim_type(light);
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prim_type_ = prim_type(light);
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/* TODO: temporary value, it should be delivered through Python UI */
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/* TODO: temporary value, it should be delivered through Python UI */
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@ -146,6 +151,7 @@ pxr::VtValue LightData::get_data(pxr::TfToken const &key) const
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}
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}
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}
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}
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}
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}
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std::cout << key.GetString() << " " << ret << " " << ret.IsHolding<float>() << "\n";
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return ret;
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return ret;
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}
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}
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Loading…
Reference in New Issue
Block a user
Do we still need this multiplication?