blender/intern/cycles/hydra/light.cpp
Brecht Van Lommel 6fa4519b98 Cycles: remove unnecessary transform parameters from lights
The transform matrix already specifies everything, no need to duplicate
this which can lead to mistakes.

Ref #110689
2023-08-11 17:41:06 +02:00

417 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2022 NVIDIA Corporation
* SPDX-FileCopyrightText: 2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "hydra/light.h"
#include "hydra/session.h"
#include "scene/light.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include "util/hash.h"
#include <pxr/imaging/hd/sceneDelegate.h>
#include <pxr/usd/sdf/assetPath.h>
HDCYCLES_NAMESPACE_OPEN_SCOPE
extern Transform convert_transform(const GfMatrix4d &matrix);
// clang-format off
TF_DEFINE_PRIVATE_TOKENS(_tokens,
(visibleInPrimaryRay)
);
// clang-format on
HdCyclesLight::HdCyclesLight(const SdfPath &sprimId, const TfToken &lightType)
: HdLight(sprimId), _lightType(lightType)
{
}
HdCyclesLight::~HdCyclesLight() {}
HdDirtyBits HdCyclesLight::GetInitialDirtyBitsMask() const
{
return DirtyBits::DirtyTransform | DirtyBits::DirtyParams;
}
void HdCyclesLight::Sync(HdSceneDelegate *sceneDelegate,
HdRenderParam *renderParam,
HdDirtyBits *dirtyBits)
{
if (*dirtyBits == DirtyBits::Clean) {
return;
}
Initialize(renderParam);
const SceneLock lock(renderParam);
VtValue value;
const SdfPath &id = GetId();
if (*dirtyBits & DirtyBits::DirtyTransform) {
const float metersPerUnit =
static_cast<HdCyclesSession *>(renderParam)->GetStageMetersPerUnit();
const Transform tfm = transform_scale(make_float3(metersPerUnit)) *
#if PXR_VERSION >= 2011
convert_transform(sceneDelegate->GetTransform(id));
#else
convert_transform(
sceneDelegate->GetLightParamValue(id, HdTokens->transform)
.Get<GfMatrix4d>());
#endif
_light->set_tfm(tfm);
}
if (*dirtyBits & DirtyBits::DirtyParams) {
float3 strength = make_float3(1.0f, 1.0f, 1.0f);
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->color);
if (!value.IsEmpty()) {
const auto color = value.Get<GfVec3f>();
strength = make_float3(color[0], color[1], color[2]);
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->exposure);
if (!value.IsEmpty()) {
strength *= exp2(value.Get<float>());
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->intensity);
if (!value.IsEmpty()) {
strength *= value.Get<float>();
}
if (_lightType == HdPrimTypeTokens->distantLight) {
/* Unclear why, but approximately matches Karma. */
strength *= 4.0f;
}
else {
/* Convert from intensity to radiant flux. */
strength *= M_PI;
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->normalize);
_light->set_normalize(value.IsHolding<bool>() && value.UncheckedGet<bool>());
value = sceneDelegate->GetLightParamValue(id, _tokens->visibleInPrimaryRay);
if (!value.IsEmpty()) {
_light->set_use_camera(value.Get<bool>());
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->shadowEnable);
if (!value.IsEmpty()) {
_light->set_cast_shadow(value.Get<bool>());
}
if (_lightType == HdPrimTypeTokens->distantLight) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->angle);
if (!value.IsEmpty()) {
_light->set_angle(GfDegreesToRadians(value.Get<float>()));
}
}
else if (_lightType == HdPrimTypeTokens->diskLight) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->radius);
if (!value.IsEmpty()) {
const float size = value.Get<float>() * 2.0f;
_light->set_sizeu(size);
_light->set_sizev(size);
}
}
else if (_lightType == HdPrimTypeTokens->rectLight) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->width);
if (!value.IsEmpty()) {
_light->set_sizeu(value.Get<float>());
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->height);
if (!value.IsEmpty()) {
_light->set_sizev(value.Get<float>());
}
}
else if (_lightType == HdPrimTypeTokens->sphereLight) {
value = sceneDelegate->GetLightParamValue(id, TfToken("treatAsPoint"));
if (!value.IsEmpty() && value.Get<bool>()) {
_light->set_size(0.0f);
}
else {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->radius);
if (!value.IsEmpty()) {
_light->set_size(value.Get<float>());
}
}
bool shaping = false;
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->shapingConeAngle);
if (!value.IsEmpty()) {
_light->set_spot_angle(GfDegreesToRadians(value.Get<float>()) * 2.0f);
shaping = true;
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->shapingConeSoftness);
if (!value.IsEmpty()) {
_light->set_spot_smooth(value.Get<float>());
shaping = true;
}
_light->set_light_type(shaping ? LIGHT_SPOT : LIGHT_POINT);
}
const bool visible = sceneDelegate->GetVisible(id);
// Disable invisible lights by zeroing the strength
// So 'LightManager::test_enabled_lights' updates the enabled flag correctly
if (!visible) {
strength = zero_float3();
}
_light->set_strength(strength);
_light->set_is_enabled(visible);
PopulateShaderGraph(sceneDelegate);
}
// Need to update shader graph when transform changes in case transform was baked into it
else if (_light->tfm_is_modified() && (_lightType == HdPrimTypeTokens->domeLight ||
_light->get_shader()->has_surface_spatial_varying))
{
PopulateShaderGraph(sceneDelegate);
}
if (_light->is_modified()) {
_light->tag_update(lock.scene);
}
*dirtyBits = DirtyBits::Clean;
}
void HdCyclesLight::PopulateShaderGraph(HdSceneDelegate *sceneDelegate)
{
auto graph = new ShaderGraph();
ShaderNode *outputNode = nullptr;
if (_lightType == HdPrimTypeTokens->domeLight) {
BackgroundNode *bgNode = graph->create_node<BackgroundNode>();
// Bake strength into shader graph, since only the shader is used for background lights
bgNode->set_color(_light->get_strength());
graph->add(bgNode);
graph->connect(bgNode->output("Background"), graph->output()->input("Surface"));
outputNode = bgNode;
}
else if (sceneDelegate != nullptr) {
VtValue value;
const SdfPath &id = GetId();
value = sceneDelegate->GetLightParamValue(id, TfToken("falloff"));
if (!value.IsEmpty()) {
std::string strVal = value.Get<string>();
if (strVal == "Constant" || strVal == "Linear" || strVal == "Quadratic") {
LightFalloffNode *lfoNode = graph->create_node<LightFalloffNode>();
lfoNode->set_strength(1.f);
graph->add(lfoNode);
graph->connect(lfoNode->output(strVal.c_str()), graph->output()->input("Surface"));
outputNode = lfoNode;
}
}
}
if (outputNode == nullptr) {
EmissionNode *emissionNode = graph->create_node<EmissionNode>();
emissionNode->set_color(one_float3());
emissionNode->set_strength(1.0f);
graph->add(emissionNode);
graph->connect(emissionNode->output("Emission"), graph->output()->input("Surface"));
outputNode = emissionNode;
}
VtValue value;
const SdfPath &id = GetId();
bool hasSpatialVarying = false;
bool hasColorTemperature = false;
if (sceneDelegate != nullptr) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->enableColorTemperature);
const bool enableColorTemperature = value.IsHolding<bool>() && value.UncheckedGet<bool>();
if (enableColorTemperature) {
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->colorTemperature);
if (value.IsHolding<float>()) {
BlackbodyNode *blackbodyNode = graph->create_node<BlackbodyNode>();
blackbodyNode->set_temperature(value.UncheckedGet<float>());
graph->add(blackbodyNode);
if (_lightType == HdPrimTypeTokens->domeLight) {
VectorMathNode *mathNode = graph->create_node<VectorMathNode>();
mathNode->set_math_type(NODE_VECTOR_MATH_MULTIPLY);
mathNode->set_vector2(_light->get_strength());
graph->add(mathNode);
graph->connect(blackbodyNode->output("Color"), mathNode->input("Vector1"));
graph->connect(mathNode->output("Vector"), outputNode->input("Color"));
}
else {
graph->connect(blackbodyNode->output("Color"), outputNode->input("Color"));
}
hasColorTemperature = true;
}
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->shapingIesFile);
if (value.IsHolding<SdfAssetPath>()) {
std::string filename = value.UncheckedGet<SdfAssetPath>().GetResolvedPath();
if (filename.empty()) {
filename = value.UncheckedGet<SdfAssetPath>().GetAssetPath();
}
TextureCoordinateNode *coordNode = graph->create_node<TextureCoordinateNode>();
coordNode->set_ob_tfm(_light->get_tfm());
coordNode->set_use_transform(true);
graph->add(coordNode);
IESLightNode *iesNode = graph->create_node<IESLightNode>();
iesNode->set_filename(ustring(filename));
graph->connect(coordNode->output("Normal"), iesNode->input("Vector"));
graph->connect(iesNode->output("Fac"), outputNode->input("Strength"));
hasSpatialVarying = true;
}
value = sceneDelegate->GetLightParamValue(id, HdLightTokens->textureFile);
if (value.IsHolding<SdfAssetPath>()) {
std::string filename = value.UncheckedGet<SdfAssetPath>().GetResolvedPath();
if (filename.empty()) {
filename = value.UncheckedGet<SdfAssetPath>().GetAssetPath();
}
ImageSlotTextureNode *textureNode = nullptr;
if (_lightType == HdPrimTypeTokens->domeLight) {
Transform tfm = _light->get_tfm();
transform_set_column(&tfm, 3, zero_float3()); // Remove translation
TextureCoordinateNode *coordNode = graph->create_node<TextureCoordinateNode>();
coordNode->set_ob_tfm(tfm);
coordNode->set_use_transform(true);
graph->add(coordNode);
textureNode = graph->create_node<EnvironmentTextureNode>();
static_cast<EnvironmentTextureNode *>(textureNode)->set_filename(ustring(filename));
graph->add(textureNode);
graph->connect(coordNode->output("Object"), textureNode->input("Vector"));
hasSpatialVarying = true;
}
else {
GeometryNode *coordNode = graph->create_node<GeometryNode>();
graph->add(coordNode);
textureNode = graph->create_node<ImageTextureNode>();
static_cast<ImageTextureNode *>(textureNode)->set_filename(ustring(filename));
graph->add(textureNode);
graph->connect(coordNode->output("Parametric"), textureNode->input("Vector"));
}
if (hasColorTemperature) {
VectorMathNode *mathNode = graph->create_node<VectorMathNode>();
mathNode->set_math_type(NODE_VECTOR_MATH_MULTIPLY);
graph->add(mathNode);
graph->connect(textureNode->output("Color"), mathNode->input("Vector1"));
ShaderInput *const outputNodeInput = outputNode->input("Color");
graph->connect(outputNodeInput->link, mathNode->input("Vector2"));
graph->disconnect(outputNodeInput);
graph->connect(mathNode->output("Vector"), outputNodeInput);
}
else if (_lightType == HdPrimTypeTokens->domeLight) {
VectorMathNode *mathNode = graph->create_node<VectorMathNode>();
mathNode->set_math_type(NODE_VECTOR_MATH_MULTIPLY);
mathNode->set_vector2(_light->get_strength());
graph->add(mathNode);
graph->connect(textureNode->output("Color"), mathNode->input("Vector1"));
graph->connect(mathNode->output("Vector"), outputNode->input("Color"));
}
else {
graph->connect(textureNode->output("Color"), outputNode->input("Color"));
}
}
}
Shader *const shader = _light->get_shader();
shader->set_graph(graph);
shader->tag_update((Scene *)_light->get_owner());
shader->has_surface_spatial_varying = hasSpatialVarying;
}
void HdCyclesLight::Finalize(HdRenderParam *renderParam)
{
if (!_light) {
return;
}
const SceneLock lock(renderParam);
const bool keep_nodes = static_cast<const HdCyclesSession *>(renderParam)->keep_nodes;
if (!keep_nodes) {
lock.scene->delete_node(_light);
}
_light = nullptr;
}
void HdCyclesLight::Initialize(HdRenderParam *renderParam)
{
if (_light) {
return;
}
const SceneLock lock(renderParam);
_light = lock.scene->create_node<Light>();
_light->name = GetId().GetString();
_light->set_random_id(hash_uint2(hash_string(_light->name.c_str()), 0));
if (_lightType == HdPrimTypeTokens->domeLight) {
_light->set_light_type(LIGHT_BACKGROUND);
}
else if (_lightType == HdPrimTypeTokens->distantLight) {
_light->set_light_type(LIGHT_DISTANT);
}
else if (_lightType == HdPrimTypeTokens->diskLight) {
_light->set_light_type(LIGHT_AREA);
_light->set_ellipse(true);
_light->set_size(1.0f);
}
else if (_lightType == HdPrimTypeTokens->rectLight) {
_light->set_light_type(LIGHT_AREA);
_light->set_ellipse(false);
_light->set_size(1.0f);
}
else if (_lightType == HdPrimTypeTokens->sphereLight) {
_light->set_light_type(LIGHT_POINT);
_light->set_size(1.0f);
}
_light->set_use_mis(true);
_light->set_use_camera(false);
Shader *const shader = lock.scene->create_node<Shader>();
_light->set_shader(shader);
// Create default shader graph
PopulateShaderGraph(nullptr);
}
HDCYCLES_NAMESPACE_CLOSE_SCOPE