This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/intern/cycles/blender/blender_object.cpp
Brecht Van Lommel d5b679253a Cycles:
* Sun, area and point lights with size now supported
* Cast shadow option to disable shadow casting for lamps
* Emission strength of materials tweaked such that setting strength to 1.0
  basically makes the material "shadeless" in that the value of the color
  input will be the resulting color in the image.
2011-10-15 23:49:01 +00:00

253 lines
6.4 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Utilities */
bool BlenderSync::object_is_modified(BL::Object b_ob)
{
/* test if we can instance or if the object is modified */
if(ccl::object_is_modified(b_ob, b_scene, preview)) {
/* modifiers */
return true;
}
else {
/* object level material links */
BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
if(slot->link() == BL::MaterialSlot::link_OBJECT)
return true;
}
return false;
}
bool BlenderSync::object_is_mesh(BL::Object b_ob)
{
BL::ID b_ob_data = b_ob.data();
return (b_ob_data && (b_ob_data.is_a(&RNA_Mesh) ||
b_ob_data.is_a(&RNA_Curve) || b_ob_data.is_a(&RNA_MetaBall)));
}
bool BlenderSync::object_is_light(BL::Object b_ob)
{
BL::ID b_ob_data = b_ob.data();
return (b_ob_data && b_ob_data.is_a(&RNA_Lamp));
}
static uint object_ray_visibility(BL::Object b_ob)
{
PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility");
uint flag = 0;
flag |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
flag |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
return flag;
}
/* Light */
void BlenderSync::sync_light(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm)
{
/* test if we need to sync */
Light *light;
ObjectKey key(b_parent, b_index, b_ob);
if(!light_map.sync(&light, b_ob, b_parent, key))
return;
BL::Lamp b_lamp(b_ob.data());
/* type */
switch(b_lamp.type()) {
case BL::Lamp::type_POINT: {
BL::PointLamp b_point_lamp(b_lamp);
light->size = b_point_lamp.shadow_soft_size();
light->type = LIGHT_POINT;
break;
}
case BL::Lamp::type_SPOT: {
BL::SpotLamp b_spot_lamp(b_lamp);
light->size = b_spot_lamp.shadow_soft_size();
light->type = LIGHT_POINT;
break;
}
case BL::Lamp::type_HEMI: {
light->type = LIGHT_DISTANT;
light->size = 0.0f;
break;
}
case BL::Lamp::type_SUN: {
BL::SunLamp b_sun_lamp(b_lamp);
light->size = b_sun_lamp.shadow_soft_size();
light->type = LIGHT_DISTANT;
break;
}
case BL::Lamp::type_AREA: {
BL::AreaLamp b_area_lamp(b_lamp);
light->size = 1.0f;
light->axisu = make_float3(tfm.x.x, tfm.y.x, tfm.z.x);
light->axisv = make_float3(tfm.x.y, tfm.y.y, tfm.z.y);
light->sizeu = b_area_lamp.size();
if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE)
light->sizev = b_area_lamp.size_y();
else
light->sizev = light->sizeu;
light->type = LIGHT_AREA;
break;
}
}
/* location and (inverted!) direction */
light->co = make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
light->dir = -make_float3(tfm.x.z, tfm.y.z, tfm.z.z);
/* shader */
vector<uint> used_shaders;
find_shader(b_lamp, used_shaders);
if(used_shaders.size() == 0)
used_shaders.push_back(scene->default_light);
light->shader = used_shaders[0];
/* shadow */
PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
light->cast_shadow = get_boolean(clamp, "cast_shadow");
/* tag */
light->tag_update(scene);
}
/* Object */
void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint visibility)
{
/* light is handled separately */
if(object_is_light(b_ob)) {
sync_light(b_parent, b_index, b_ob, tfm);
return;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob))
return;
/* test if we need to sync */
ObjectKey key(b_parent, b_index, b_ob);
Object *object;
bool object_updated = false;
/* object sync */
if(object_map.sync(&object, b_ob, b_parent, key)) {
object->name = b_ob.name().c_str();
object->tfm = tfm;
object->visibility = object_ray_visibility(b_ob) & visibility;
if(b_parent.ptr.data != b_ob.ptr.data)
object->visibility &= object_ray_visibility(b_parent);
object->tag_update(scene);
object_updated = true;
}
/* mesh sync */
object->mesh = sync_mesh(b_ob, object_updated);
}
/* Object Loop */
void BlenderSync::sync_objects(BL::SpaceView3D b_v3d)
{
/* layer data */
uint scene_layer = render_layer.scene_layer;
uint layer = render_layer.layer;
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
mesh_synced.clear();
/* object loop */
BL::Scene::objects_iterator b_ob;
for(b_scene.objects.begin(b_ob); b_ob != b_scene.objects.end(); ++b_ob) {
bool hide = (b_v3d)? b_ob->hide(): b_ob->hide_render();
uint ob_layer = get_layer(b_ob->layers());
if(!hide && (ob_layer & scene_layer)) {
uint visibility = PATH_RAY_ALL;
if(!(ob_layer & layer))
visibility &= ~PATH_RAY_CAMERA;
if(b_ob->is_duplicator()) {
/* dupli objects */
object_create_duplilist(*b_ob, b_scene);
BL::Object::dupli_list_iterator b_dup;
int b_index = 0;
for(b_ob->dupli_list.begin(b_dup); b_dup != b_ob->dupli_list.end(); ++b_dup) {
Transform tfm = get_transform(b_dup->matrix());
sync_object(*b_ob, b_index, b_dup->object(), tfm, visibility);
b_index++;
}
object_free_duplilist(*b_ob);
}
else {
/* object itself */
Transform tfm = get_transform(b_ob->matrix_world());
sync_object(*b_ob, 0, *b_ob, tfm, visibility);
}
}
}
/* handle removed data and modified pointers */
if(light_map.post_sync())
scene->light_manager->tag_update(scene);
if(mesh_map.post_sync())
scene->mesh_manager->tag_update(scene);
if(object_map.post_sync())
scene->object_manager->tag_update(scene);
mesh_synced.clear();
}
CCL_NAMESPACE_END