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blender-archive/intern/cycles/blender/blender_light.cpp
Matteo Falduto a4260ac219 Cycles: add a spread setting for area lights
This simulates the effect of a honeycomb or grid placed in front of a softbox.
In practice, it works by attenuating rays coming off-angle as a function of the
provided spread angle parameter.

Setting the parameter to 180 degrees poses no restrictions to the rays, making
the light behave the same way as before this patch.

The total light power is normalized based on the spread angle, so that the
light strength remains the same.

Differential Revision: https://developer.blender.org/D10594
2021-04-01 12:31:01 +02:00

214 lines
6.7 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/light.h"
#include "blender/blender_sync.h"
#include "blender/blender_util.h"
#include "util/util_hash.h"
CCL_NAMESPACE_BEGIN
void BlenderSync::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)
{
/* test if we need to sync */
Light *light;
ObjectKey key(b_parent, persistent_id, b_ob_instance, false);
BL::Light b_light(b_ob.data());
/* Update if either object or light data changed. */
if (!light_map.add_or_update(&light, b_ob, b_parent, key)) {
Shader *shader;
if (!shader_map.add_or_update(&shader, b_light)) {
if (light->get_is_portal())
*use_portal = true;
return;
}
}
/* type */
switch (b_light.type()) {
case BL::Light::type_POINT: {
BL::PointLight b_point_light(b_light);
light->set_size(b_point_light.shadow_soft_size());
light->set_light_type(LIGHT_POINT);
break;
}
case BL::Light::type_SPOT: {
BL::SpotLight b_spot_light(b_light);
light->set_size(b_spot_light.shadow_soft_size());
light->set_light_type(LIGHT_SPOT);
light->set_spot_angle(b_spot_light.spot_size());
light->set_spot_smooth(b_spot_light.spot_blend());
break;
}
/* Hemi were removed from 2.8 */
// case BL::Light::type_HEMI: {
// light->type = LIGHT_DISTANT;
// light->size = 0.0f;
// break;
// }
case BL::Light::type_SUN: {
BL::SunLight b_sun_light(b_light);
light->set_angle(b_sun_light.angle());
light->set_light_type(LIGHT_DISTANT);
break;
}
case BL::Light::type_AREA: {
BL::AreaLight b_area_light(b_light);
light->set_size(1.0f);
light->set_axisu(transform_get_column(&tfm, 0));
light->set_axisv(transform_get_column(&tfm, 1));
light->set_sizeu(b_area_light.size());
light->set_spread(b_area_light.spread());
switch (b_area_light.shape()) {
case BL::AreaLight::shape_SQUARE:
light->set_sizev(light->get_sizeu());
light->set_round(false);
break;
case BL::AreaLight::shape_RECTANGLE:
light->set_sizev(b_area_light.size_y());
light->set_round(false);
break;
case BL::AreaLight::shape_DISK:
light->set_sizev(light->get_sizeu());
light->set_round(true);
break;
case BL::AreaLight::shape_ELLIPSE:
light->set_sizev(b_area_light.size_y());
light->set_round(true);
break;
}
light->set_light_type(LIGHT_AREA);
break;
}
}
/* strength */
float3 strength = get_float3(b_light.color()) * BL::PointLight(b_light).energy();
light->set_strength(strength);
/* location and (inverted!) direction */
light->set_co(transform_get_column(&tfm, 3));
light->set_dir(-transform_get_column(&tfm, 2));
light->set_tfm(tfm);
/* shader */
array<Node *> used_shaders;
find_shader(b_light, used_shaders, scene->default_light);
light->set_shader(static_cast<Shader *>(used_shaders[0]));
/* shadow */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
light->set_cast_shadow(get_boolean(clight, "cast_shadow"));
light->set_use_mis(get_boolean(clight, "use_multiple_importance_sampling"));
int samples = get_int(clight, "samples");
if (get_boolean(cscene, "use_square_samples"))
light->set_samples(samples * samples);
else
light->set_samples(samples);
light->set_max_bounces(get_int(clight, "max_bounces"));
if (b_ob != b_ob_instance) {
light->set_random_id(random_id);
}
else {
light->set_random_id(hash_uint2(hash_string(b_ob.name().c_str()), 0));
}
if (light->get_light_type() == LIGHT_AREA)
light->set_is_portal(get_boolean(clight, "is_portal"));
else
light->set_is_portal(false);
if (light->get_is_portal())
*use_portal = true;
/* visibility */
uint visibility = object_ray_visibility(b_ob);
light->set_use_diffuse((visibility & PATH_RAY_DIFFUSE) != 0);
light->set_use_glossy((visibility & PATH_RAY_GLOSSY) != 0);
light->set_use_transmission((visibility & PATH_RAY_TRANSMIT) != 0);
light->set_use_scatter((visibility & PATH_RAY_VOLUME_SCATTER) != 0);
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
{
BL::World b_world = b_scene.world();
if (b_world) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
enum SamplingMethod { SAMPLING_NONE = 0, SAMPLING_AUTOMATIC, SAMPLING_MANUAL, SAMPLING_NUM };
int sampling_method = get_enum(cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC);
bool sample_as_light = (sampling_method != SAMPLING_NONE);
if (sample_as_light || use_portal) {
/* test if we need to sync */
Light *light;
ObjectKey key(b_world, 0, b_world, false);
if (light_map.add_or_update(&light, b_world, b_world, key) || world_recalc ||
b_world.ptr.data != world_map) {
light->set_light_type(LIGHT_BACKGROUND);
if (sampling_method == SAMPLING_MANUAL) {
light->set_map_resolution(get_int(cworld, "sample_map_resolution"));
}
else {
light->set_map_resolution(0);
}
light->set_shader(scene->default_background);
light->set_use_mis(sample_as_light);
light->set_max_bounces(get_int(cworld, "max_bounces"));
/* force enable light again when world is resynced */
light->set_is_enabled(true);
int samples = get_int(cworld, "samples");
if (get_boolean(cscene, "use_square_samples"))
light->set_samples(samples * samples);
else
light->set_samples(samples);
light->tag_update(scene);
light_map.set_recalc(b_world);
}
}
}
world_map = b_world.ptr.data;
world_recalc = false;
viewport_parameters = BlenderViewportParameters(b_v3d);
}
CCL_NAMESPACE_END