This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
206 lines
6.7 KiB
C++
206 lines
6.7 KiB
C++
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/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "render/light.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_util.h"
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#include "util/util_hash.h"
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CCL_NAMESPACE_BEGIN
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void BlenderSync::sync_light(BL::Object &b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BObjectInfo &b_ob_info,
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int random_id,
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Transform &tfm,
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bool *use_portal)
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{
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/* test if we need to sync */
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ObjectKey key(b_parent, persistent_id, b_ob_info.real_object, false);
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BL::Light b_light(b_ob_info.object_data);
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Light *light = light_map.find(key);
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/* Check if the transform was modified, in case a linked collection is moved we do not get a
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* specific depsgraph update (T88515). This also mimics the behavior for Objects. */
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const bool tfm_updated = (light && light->get_tfm() != tfm);
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/* Update if either object or light data changed. */
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if (!light_map.add_or_update(&light, b_ob_info.real_object, b_parent, key) && !tfm_updated) {
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Shader *shader;
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if (!shader_map.add_or_update(&shader, b_light)) {
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if (light->get_is_portal())
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*use_portal = true;
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return;
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}
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}
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/* type */
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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->set_size(b_point_light.shadow_soft_size());
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light->set_light_type(LIGHT_POINT);
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break;
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}
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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->set_size(b_spot_light.shadow_soft_size());
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light->set_light_type(LIGHT_SPOT);
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light->set_spot_angle(b_spot_light.spot_size());
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light->set_spot_smooth(b_spot_light.spot_blend());
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break;
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}
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/* Hemi were removed from 2.8 */
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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::Light::type_SUN: {
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BL::SunLight b_sun_light(b_light);
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light->set_angle(b_sun_light.angle());
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light->set_light_type(LIGHT_DISTANT);
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break;
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}
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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->set_size(1.0f);
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light->set_axisu(transform_get_column(&tfm, 0));
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light->set_axisv(transform_get_column(&tfm, 1));
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light->set_sizeu(b_area_light.size());
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light->set_spread(b_area_light.spread());
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switch (b_area_light.shape()) {
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case BL::AreaLight::shape_SQUARE:
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light->set_sizev(light->get_sizeu());
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light->set_round(false);
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break;
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case BL::AreaLight::shape_RECTANGLE:
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light->set_sizev(b_area_light.size_y());
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light->set_round(false);
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break;
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case BL::AreaLight::shape_DISK:
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light->set_sizev(light->get_sizeu());
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light->set_round(true);
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break;
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case BL::AreaLight::shape_ELLIPSE:
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light->set_sizev(b_area_light.size_y());
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light->set_round(true);
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break;
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}
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light->set_light_type(LIGHT_AREA);
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break;
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}
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}
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/* strength */
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float3 strength = get_float3(b_light.color()) * BL::PointLight(b_light).energy();
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light->set_strength(strength);
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/* location and (inverted!) direction */
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light->set_co(transform_get_column(&tfm, 3));
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light->set_dir(-transform_get_column(&tfm, 2));
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light->set_tfm(tfm);
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/* shader */
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array<Node *> used_shaders;
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find_shader(b_light, used_shaders, scene->default_light);
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light->set_shader(static_cast<Shader *>(used_shaders[0]));
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/* shadow */
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PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
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light->set_cast_shadow(get_boolean(clight, "cast_shadow"));
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light->set_use_mis(get_boolean(clight, "use_multiple_importance_sampling"));
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light->set_max_bounces(get_int(clight, "max_bounces"));
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if (b_ob_info.real_object != b_ob_info.iter_object) {
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light->set_random_id(random_id);
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}
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else {
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light->set_random_id(hash_uint2(hash_string(b_ob_info.real_object.name().c_str()), 0));
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}
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if (light->get_light_type() == LIGHT_AREA)
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light->set_is_portal(get_boolean(clight, "is_portal"));
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else
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light->set_is_portal(false);
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if (light->get_is_portal())
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*use_portal = true;
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/* visibility */
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uint visibility = object_ray_visibility(b_ob_info.real_object);
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light->set_use_camera((visibility & PATH_RAY_CAMERA) != 0);
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light->set_use_diffuse((visibility & PATH_RAY_DIFFUSE) != 0);
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light->set_use_glossy((visibility & PATH_RAY_GLOSSY) != 0);
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light->set_use_transmission((visibility & PATH_RAY_TRANSMIT) != 0);
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light->set_use_scatter((visibility & PATH_RAY_VOLUME_SCATTER) != 0);
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light->set_is_shadow_catcher(b_ob_info.real_object.is_shadow_catcher());
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/* tag */
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light->tag_update(scene);
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}
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void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
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{
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BL::World b_world = b_scene.world();
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if (b_world) {
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PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
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enum SamplingMethod { SAMPLING_NONE = 0, SAMPLING_AUTOMATIC, SAMPLING_MANUAL, SAMPLING_NUM };
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int sampling_method = get_enum(cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC);
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bool sample_as_light = (sampling_method != SAMPLING_NONE);
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if (sample_as_light || use_portal) {
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/* test if we need to sync */
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Light *light;
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ObjectKey key(b_world, 0, b_world, false);
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if (light_map.add_or_update(&light, b_world, b_world, key) || world_recalc ||
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b_world.ptr.data != world_map) {
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light->set_light_type(LIGHT_BACKGROUND);
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if (sampling_method == SAMPLING_MANUAL) {
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light->set_map_resolution(get_int(cworld, "sample_map_resolution"));
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}
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else {
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light->set_map_resolution(0);
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}
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light->set_shader(scene->default_background);
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light->set_use_mis(sample_as_light);
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light->set_max_bounces(get_int(cworld, "max_bounces"));
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/* force enable light again when world is resynced */
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light->set_is_enabled(true);
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light->tag_update(scene);
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light_map.set_recalc(b_world);
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}
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}
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}
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world_map = b_world.ptr.data;
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world_recalc = false;
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viewport_parameters = BlenderViewportParameters(b_v3d, use_developer_ui);
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}
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CCL_NAMESPACE_END
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