blender/intern/cycles/render/scene.h
Lukas Stockner 48155c210a Cycles: Add Support for IES files as textures for light strength
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.

Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.

The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.

The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.

Reviewers: #cycles, dingto, sergey, brecht

Reviewed By: #cycles, dingto, brecht

Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey

Differential Revision: https://developer.blender.org/D1543
2018-05-27 01:24:57 +02:00

271 lines
6.3 KiB
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/*
* 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.
*/
#ifndef __SCENE_H__
#define __SCENE_H__
#include "bvh/bvh_params.h"
#include "render/image.h"
#include "render/shader.h"
#include "device/device_memory.h"
#include "util/util_param.h"
#include "util/util_string.h"
#include "util/util_system.h"
#include "util/util_texture.h"
#include "util/util_thread.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class AttributeRequestSet;
class Background;
class Camera;
class Device;
class DeviceInfo;
class Film;
class Integrator;
class Light;
class LightManager;
class LookupTables;
class Mesh;
class MeshManager;
class Object;
class ObjectManager;
class ParticleSystemManager;
class ParticleSystem;
class CurveSystemManager;
class Shader;
class ShaderManager;
class Progress;
class BakeManager;
class BakeData;
/* Scene Device Data */
class DeviceScene {
public:
/* BVH */
device_vector<int4> bvh_nodes;
device_vector<int4> bvh_leaf_nodes;
device_vector<int> object_node;
device_vector<uint> prim_tri_index;
device_vector<float4> prim_tri_verts;
device_vector<int> prim_type;
device_vector<uint> prim_visibility;
device_vector<int> prim_index;
device_vector<int> prim_object;
device_vector<float2> prim_time;
/* mesh */
device_vector<uint> tri_shader;
device_vector<float4> tri_vnormal;
device_vector<uint4> tri_vindex;
device_vector<uint> tri_patch;
device_vector<float2> tri_patch_uv;
device_vector<float4> curves;
device_vector<float4> curve_keys;
device_vector<uint> patches;
/* objects */
device_vector<KernelObject> objects;
device_vector<Transform> object_motion_pass;
device_vector<DecomposedTransform> object_motion;
device_vector<uint> object_flag;
/* cameras */
device_vector<DecomposedTransform> camera_motion;
/* attributes */
device_vector<uint4> attributes_map;
device_vector<float> attributes_float;
device_vector<float4> attributes_float3;
device_vector<uchar4> attributes_uchar4;
/* lights */
device_vector<KernelLightDistribution> light_distribution;
device_vector<KernelLight> lights;
device_vector<float2> light_background_marginal_cdf;
device_vector<float2> light_background_conditional_cdf;
/* particles */
device_vector<KernelParticle> particles;
/* shaders */
device_vector<int4> svm_nodes;
device_vector<KernelShader> shaders;
/* lookup tables */
device_vector<float> lookup_table;
/* integrator */
device_vector<uint> sobol_directions;
/* ies lights */
device_vector<float> ies_lights;
KernelData data;
DeviceScene(Device *device);
};
/* Scene Parameters */
class SceneParams {
public:
/* Type of BVH, in terms whether it is supported dynamic updates of meshes
* or whether modifying geometry requires full BVH rebuild.
*/
enum BVHType {
/* BVH supports dynamic updates of geometry.
*
* Faster for updating BVH tree when doing modifications in viewport,
* but slower for rendering.
*/
BVH_DYNAMIC = 0,
/* BVH tree is calculated for specific scene, updates in geometry
* requires full tree rebuild.
*
* Slower to update BVH tree when modifying objects in viewport, also
* slower to build final BVH tree but gives best possible render speed.
*/
BVH_STATIC = 1,
BVH_NUM_TYPES,
};
ShadingSystem shadingsystem;
/* Requested BVH layout.
*
* If it's not supported by the device, the widest one from supported ones
* will be used, but BVH wider than this one will never be used.
*/
BVHLayout bvh_layout;
BVHType bvh_type;
bool use_bvh_spatial_split;
bool use_bvh_unaligned_nodes;
int num_bvh_time_steps;
bool persistent_data;
int texture_limit;
SceneParams()
{
shadingsystem = SHADINGSYSTEM_SVM;
bvh_layout = BVH_LAYOUT_BVH2;
bvh_type = BVH_DYNAMIC;
use_bvh_spatial_split = false;
use_bvh_unaligned_nodes = true;
num_bvh_time_steps = 0;
persistent_data = false;
texture_limit = 0;
}
bool modified(const SceneParams& params)
{ return !(shadingsystem == params.shadingsystem
&& bvh_layout == params.bvh_layout
&& bvh_type == params.bvh_type
&& use_bvh_spatial_split == params.use_bvh_spatial_split
&& use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes
&& num_bvh_time_steps == params.num_bvh_time_steps
&& persistent_data == params.persistent_data
&& texture_limit == params.texture_limit); }
};
/* Scene */
class Scene {
public:
/* data */
Camera *camera;
Camera *dicing_camera;
LookupTables *lookup_tables;
Film *film;
Background *background;
Integrator *integrator;
/* data lists */
vector<Object*> objects;
vector<Mesh*> meshes;
vector<Shader*> shaders;
vector<Light*> lights;
vector<ParticleSystem*> particle_systems;
/* data managers */
ImageManager *image_manager;
LightManager *light_manager;
ShaderManager *shader_manager;
MeshManager *mesh_manager;
ObjectManager *object_manager;
ParticleSystemManager *particle_system_manager;
CurveSystemManager *curve_system_manager;
BakeManager *bake_manager;
/* default shaders */
Shader *default_surface;
Shader *default_light;
Shader *default_background;
Shader *default_empty;
/* device */
Device *device;
DeviceScene dscene;
/* parameters */
SceneParams params;
/* mutex must be locked manually by callers */
thread_mutex mutex;
Scene(const SceneParams& params, Device *device);
~Scene();
void device_update(Device *device, Progress& progress);
bool need_global_attribute(AttributeStandard std);
void need_global_attributes(AttributeRequestSet& attributes);
enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
MotionType need_motion();
float motion_shutter_time();
bool need_update();
bool need_reset();
void reset();
void device_free();
protected:
/* Check if some heavy data worth logging was updated.
* Mainly used to suppress extra annoying logging.
*/
bool need_data_update();
void free_memory(bool final);
};
CCL_NAMESPACE_END
#endif /* __SCENE_H__ */