UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles were already calling them lights.
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@@ -89,7 +89,7 @@ bool BlenderSync::object_is_light(BL::Object& b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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return (b_ob_data && b_ob_data.is_a(&RNA_Lamp));
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return (b_ob_data && b_ob_data.is_a(&RNA_Light));
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}
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static uint object_ray_visibility(BL::Object& b_ob)
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@@ -127,56 +127,56 @@ void BlenderSync::sync_light(BL::Object& b_parent,
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return;
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}
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BL::Lamp b_lamp(b_ob.data());
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BL::Light b_light(b_ob.data());
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/* type */
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switch(b_lamp.type()) {
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case BL::Lamp::type_POINT: {
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BL::PointLamp b_point_lamp(b_lamp);
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light->size = b_point_lamp.shadow_soft_size();
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switch(b_light.type()) {
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case BL::Light::type_POINT: {
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BL::PointLight b_point_light(b_light);
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light->size = b_point_light.shadow_soft_size();
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light->type = LIGHT_POINT;
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break;
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}
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case BL::Lamp::type_SPOT: {
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BL::SpotLamp b_spot_lamp(b_lamp);
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light->size = b_spot_lamp.shadow_soft_size();
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case BL::Light::type_SPOT: {
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BL::SpotLight b_spot_light(b_light);
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light->size = b_spot_light.shadow_soft_size();
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light->type = LIGHT_SPOT;
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light->spot_angle = b_spot_lamp.spot_size();
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light->spot_smooth = b_spot_lamp.spot_blend();
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light->spot_angle = b_spot_light.spot_size();
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light->spot_smooth = b_spot_light.spot_blend();
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break;
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}
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case BL::Lamp::type_HEMI: {
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case BL::Light::type_HEMI: {
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light->type = LIGHT_DISTANT;
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light->size = 0.0f;
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break;
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}
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case BL::Lamp::type_SUN: {
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BL::SunLamp b_sun_lamp(b_lamp);
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light->size = b_sun_lamp.shadow_soft_size();
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case BL::Light::type_SUN: {
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BL::SunLight b_sun_light(b_light);
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light->size = b_sun_light.shadow_soft_size();
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light->type = LIGHT_DISTANT;
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break;
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}
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case BL::Lamp::type_AREA: {
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BL::AreaLamp b_area_lamp(b_lamp);
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case BL::Light::type_AREA: {
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BL::AreaLight b_area_light(b_light);
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light->size = 1.0f;
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light->axisu = transform_get_column(&tfm, 0);
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light->axisv = transform_get_column(&tfm, 1);
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light->sizeu = b_area_lamp.size();
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switch(b_area_lamp.shape()) {
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case BL::AreaLamp::shape_SQUARE:
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light->sizeu = b_area_light.size();
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switch(b_area_light.shape()) {
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case BL::AreaLight::shape_SQUARE:
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light->sizev = light->sizeu;
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light->round = false;
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break;
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case BL::AreaLamp::shape_RECTANGLE:
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light->sizev = b_area_lamp.size_y();
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case BL::AreaLight::shape_RECTANGLE:
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light->sizev = b_area_light.size_y();
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light->round = false;
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break;
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case BL::AreaLamp::shape_DISK:
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case BL::AreaLight::shape_DISK:
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light->sizev = light->sizeu;
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light->round = true;
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break;
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case BL::AreaLamp::shape_ELLIPSE:
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light->sizev = b_area_lamp.size_y();
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case BL::AreaLight::shape_ELLIPSE:
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light->sizev = b_area_light.size_y();
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light->round = true;
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break;
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}
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@@ -192,22 +192,22 @@ void BlenderSync::sync_light(BL::Object& b_parent,
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/* shader */
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vector<Shader*> used_shaders;
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find_shader(b_lamp, used_shaders, scene->default_light);
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find_shader(b_light, used_shaders, scene->default_light);
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light->shader = used_shaders[0];
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/* shadow */
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
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light->cast_shadow = get_boolean(clamp, "cast_shadow");
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light->use_mis = get_boolean(clamp, "use_multiple_importance_sampling");
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PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
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light->cast_shadow = get_boolean(clight, "cast_shadow");
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light->use_mis = get_boolean(clight, "use_multiple_importance_sampling");
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int samples = get_int(clamp, "samples");
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int samples = get_int(clight, "samples");
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if(get_boolean(cscene, "use_square_samples"))
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light->samples = samples * samples;
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else
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light->samples = samples;
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light->max_bounces = get_int(clamp, "max_bounces");
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light->max_bounces = get_int(clight, "max_bounces");
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if(b_ob != b_ob_instance) {
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light->random_id = random_id;
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@@ -217,7 +217,7 @@ void BlenderSync::sync_light(BL::Object& b_parent,
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}
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if(light->type == LIGHT_AREA)
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light->is_portal = get_boolean(clamp, "is_portal");
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light->is_portal = get_boolean(clight, "is_portal");
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else
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light->is_portal = false;
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@@ -315,7 +315,7 @@ Object *BlenderSync::sync_object(BL::Depsgraph& b_depsgraph,
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/* light is handled separately */
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if(object_is_light(b_ob)) {
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/* don't use lamps for excluded layers used as mask layer */
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/* don't use lights for excluded layers used as mask layer */
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if(!motion && !((layer_flag & view_layer.holdout_layer) &&
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(layer_flag & view_layer.exclude_layer)))
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{
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