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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/blender/light.cpp
2026-08-12 04:47:48 -04:00

156 lines
5.1 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "scene/light.h"
#include "DNA_light_types.h"
#include "DNA_world_types.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "scene/object.h"
CCL_NAMESPACE_BEGIN
void BlenderSync::sync_light(BObjectInfo &b_ob_info, Light *light)
{
blender::Light &b_light = *blender::id_cast<blender::Light *>(b_ob_info.object_data);
light->name = b_light.id.name + 2;
if (PointLight *point_light = dynamic_cast<PointLight *>(light)) {
point_light->set_radius(b_light.radius);
point_light->set_is_sphere(!(b_light.mode & blender::LA_USE_SOFT_FALLOFF));
}
else if (AreaLight *area_light = dynamic_cast<AreaLight *>(light)) {
area_light->set_sizeu(b_light.area_size);
area_light->set_spread(b_light.area_spread);
if (b_light.area_shape == blender::LA_AREA_SQUARE ||
b_light.area_shape == blender::LA_AREA_DISK)
{
area_light->set_sizev(area_light->get_sizeu());
}
else {
area_light->set_sizev(b_light.area_sizey);
}
area_light->set_ellipse(b_light.area_shape == blender::LA_AREA_DISK ||
b_light.area_shape == blender::LA_AREA_ELLIPSE);
}
else if (SunLight *sun_light = dynamic_cast<SunLight *>(light)) {
sun_light->set_angle(b_light.sun_angle);
}
if (SpotLight *spot_light = dynamic_cast<SpotLight *>(light)) {
spot_light->set_angle(b_light.spotsize);
spot_light->set_smooth(b_light.spotblend);
}
blender::PointerRNA light_rna_ptr = RNA_id_pointer_create(&b_light.id);
/* Color and strength. */
float3 light_color = make_float3(b_light.r, b_light.g, b_light.b);
if (b_light.mode & blender::LA_USE_TEMPERATURE) {
float color[3];
RNA_float_get_array(&light_rna_ptr, "temperature_color", color);
light_color *= make_float3(color[0], color[1], color[2]);
}
const float3 strength = light_color * b_light.energy * exp2f(b_light.exposure);
light->set_strength(strength);
/* normalize */
light->set_normalize(!(b_light.mode & blender::LA_UNNORMALIZED));
/* shadow */
blender::PointerRNA clight = RNA_pointer_get(&light_rna_ptr, "cycles");
light->set_cast_shadow(b_light.mode & blender::LA_SHADOW);
light->set_use_mis(get_boolean(clight, "use_multiple_importance_sampling"));
/* caustics light */
light->set_use_caustics(get_boolean(clight, "is_caustics_light"));
light->set_max_bounces(get_int(clight, "max_bounces"));
if (AreaLight *area_light = dynamic_cast<AreaLight *>(light)) {
area_light->set_is_portal(get_boolean(clight, "is_portal"));
}
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light(blender::bScreen *b_screen, blender::View3D *b_v3d)
{
blender::World *b_world = view_layer.world_override ? view_layer.world_override : b_scene->world;
if (b_world) {
blender::PointerRNA world_rna_ptr = RNA_id_pointer_create(&b_world->id);
blender::PointerRNA cworld = RNA_pointer_get(&world_rna_ptr, "cycles");
enum SamplingMethod { SAMPLING_NONE = 0, SAMPLING_AUTOMATIC, SAMPLING_MANUAL, SAMPLING_NUM };
const int sampling_method = get_enum(
cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC);
const bool sample_as_light = (sampling_method != SAMPLING_NONE);
/* Create object. */
Object *object;
const ObjectKey object_key(b_world, nullptr, b_world, false);
bool update = object_map.add_or_update(&object, &b_world->id, &b_world->id, object_key);
if (update) {
/* Lights should be shadow catchers by default. */
object->set_is_shadow_catcher(true);
}
object->set_lightgroup(
ustring((b_world && b_world->lightgroup) ? b_world->lightgroup->name : ""));
object->set_asset_name(ustring(b_world->id.name + 2));
/* Create geometry. */
const GeometryKey geom_key{b_world, Geometry::BACKGROUND_LIGHT};
Geometry *geom = geometry_map.find(geom_key);
if (geom) {
update |= geometry_map.update(geom, &b_world->id);
}
else {
geom = scene->create_light_node<BackgroundLight>();
geometry_map.add(geom_key, geom);
object->set_geometry(geom);
update = true;
}
if (update || world_recalc || b_world != world_map) {
/* Initialize light geometry. */
BackgroundLight *light = static_cast<BackgroundLight *>(geom);
array<Node *> used_shaders;
used_shaders.push_back_slow(scene->default_background);
light->set_used_shaders(used_shaders);
if (sampling_method == SAMPLING_MANUAL) {
light->set_map_resolution(get_int(cworld, "sample_map_resolution"));
}
else {
light->set_map_resolution(0);
}
light->set_use_mis(sample_as_light);
light->set_max_bounces(get_int(cworld, "max_bounces"));
/* Caustic light. */
light->set_use_caustics(get_boolean(cworld, "is_caustics_light"));
light->set_cast_shadow(get_boolean(cworld, "use_shadows"));
light->tag_update(scene);
geometry_map.set_recalc(b_world);
}
}
world_map = b_world;
world_recalc = false;
viewport_parameters = BlenderViewportParameters(b_screen, b_v3d, use_developer_ui);
}
CCL_NAMESPACE_END