bool CoronaRenderer::assingExistingMat(MObject shadingGroup, std::shared_ptr<MayaObject> mobj) { std::shared_ptr<mtco_MayaObject> obj = std::static_pointer_cast<mtco_MayaObject>(mobj); int index = -1; for( size_t i = 0; i < shaderArray.size(); i++) { Logging::debug(MString("assingExistingMat search for ") + getObjectName(shadingGroup) + " current shaderArrayElement: " + getObjectName(shaderArray[i])); if( shaderArray[i] == shadingGroup) { index = i; break; } } if( index > -1) { Logging::info(MString("Reusing material data from :") + getObjectName(shaderArray[index])); Corona::NativeMtlData data = dataArray[index]; MFnDependencyNode depFn(obj->mobject); // this can be a problem because a user may turn off shadow casting for the shader itself what is possible but should not be used normally // the default case is that the user turnes shadowCasting on/off on the geometry. data.castsShadows = true; if (!getBoolAttr("castsShadows", depFn, true)) data.castsShadows = false; data.shadowCatcherMode = Corona::SC_DISABLED; int shadowCatcherMode = getIntAttr("mtco_shadowCatcherMode", depFn, 0); if (shadowCatcherMode > 0) { if (shadowCatcherMode == 1) data.shadowCatcherMode = Corona::SC_ENABLED_FINAL; if (shadowCatcherMode == 2) data.shadowCatcherMode = Corona::SC_ENABLED_COMPOSITE; } Corona::SharedPtr<Corona::IMaterial> mat = data.createMaterial(); Corona::IMaterialSet ms = Corona::IMaterialSet(mat); setRenderStats(ms, obj); obj->instance->addMaterial(ms); return true; } return false; }
void CoronaRenderer::updateLight(std::shared_ptr<MayaObject> mobj) { std::shared_ptr<mtco_MayaObject> obj(std::static_pointer_cast<mtco_MayaObject>(mobj)); if (obj->lightShader != nullptr) { if (this->context.scene->hasLightShader(obj->lightShader)) this->context.scene->deleteLightShader(obj->lightShader); } if (obj->removed) return; if (MayaTo::getWorldPtr()->renderType == MayaTo::MayaToWorld::WorldRenderType::IPRRENDER) { obj->transformMatrices.clear(); obj->transformMatrices.push_back(obj->dagPath.inclusiveMatrix()); } MFnDependencyNode rGlNode(getRenderGlobalsNode()); MObject coronaGlobals = getRenderGlobalsNode(); std::shared_ptr<RenderGlobals> renderGlobals = MayaTo::getWorldPtr()->worldRenderGlobalsPtr; std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr; MObjectArray nodeList; MStatus stat; MFnDependencyNode glFn(getRenderGlobalsNode()); Corona::Rgb bgRgb = toCorona(getColorAttr("bgColor", glFn)); int bgType = getEnumInt("bgType", glFn); MayaObject *sunLight = nullptr; MFnDependencyNode depFn(obj->mobject); if (obj->mobject.hasFn(MFn::kPointLight)) { MColor col; getColor("color", depFn, col); float intensity = 1.0f; getFloat("intensity", depFn, intensity); int decay = 0; getEnum(MString("decayRate"), depFn, decay); MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix; Corona::Pos LP(m[3][0], m[3][1], m[3][2]); PointLight *pl = new PointLight; pl->LP = LP; pl->distFactor = 1.0 / renderGlobals->scaleFactor; pl->lightColor = Corona::Rgb(col.r, col.g, col.b); pl->lightIntensity = intensity; getEnum(MString("decayRate"), depFn, pl->decayType); pl->lightRadius = getFloatAttr("lightRadius", depFn, 0.0) * renderGlobals->scaleFactor; pl->doShadows = getBoolAttr("useRayTraceShadows", depFn, true); col = getColorAttr("shadowColor", depFn); pl->shadowColor = Corona::Rgb(col.r, col.g, col.b); for (auto excludedObj : obj->excludedObjects) { pl->excludeList.nodes.push(excludedObj.get()); } this->context.scene->addLightShader(pl); obj->lightShader = pl; } if (obj->mobject.hasFn(MFn::kSpotLight)) { MVector lightDir(0, 0, -1); MColor col; getColor("color", depFn, col); float intensity = 1.0f; getFloat("intensity", depFn, intensity); MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix; lightDir *= obj->transformMatrices[0] * renderGlobals->globalConversionMatrix; lightDir.normalize(); Corona::Pos LP(m[3][0], m[3][1], m[3][2]); SpotLight *sl = new SpotLight; sl->LP = LP; sl->lightColor = Corona::Rgb(col.r, col.g, col.b); sl->lightIntensity = intensity; sl->LD = Corona::Dir(lightDir.x, lightDir.y, lightDir.z); sl->angle = 45.0f; sl->distFactor = 1.0 / renderGlobals->scaleFactor; getEnum(MString("decayRate"), depFn, sl->decayType); getFloat("coneAngle", depFn, sl->angle); getFloat("penumbraAngle", depFn, sl->penumbraAngle); getFloat("dropoff", depFn, sl->dropoff); sl->lightRadius = getFloatAttr("lightRadius", depFn, 0.0) * renderGlobals->scaleFactor; sl->doShadows = getBoolAttr("useRayTraceShadows", depFn, true); col = getColorAttr("shadowColor", depFn); sl->shadowColor = Corona::Rgb(col.r, col.g, col.b); for (auto excludedObj : obj->excludedObjects) { sl->excludeList.nodes.push(excludedObj.get()); } Corona::AffineTm tm; setTransformationMatrix(sl->lightWorldInverseMatrix, m); ShadingNetwork network(obj->mobject); sl->lightColorMap = defineAttribute(MString("color"), depFn, network, oslRenderer); this->context.scene->addLightShader(sl); obj->lightShader = sl; } if (obj->mobject.hasFn(MFn::kDirectionalLight)) { if (getBoolAttr("mtco_useAsSun", depFn, false)) { if (sunLight != nullptr) { Logging::error(MString("A sun light is already defined, ignoring ") + obj->shortName); return; } sunLight = obj.get(); MVector lightDir(0, 0, 1); // default dir light dir lightDir *= obj->transformMatrices[0]; lightDir *= renderGlobals->globalConversionMatrix; lightDir.normalize(); MColor sunColor(1); MFnDependencyNode sunNode(obj->mobject); getColor("color", sunNode, sunColor); sunColor *= getFloatAttr("intensity", sunNode, 1.0f); //float colorMultiplier colorMultiplier = getFloatAttr("mtco_sun_multiplier", sunNode, 1.0f); const float intensityFactor = (1.f - cos(Corona::SUN_PROJECTED_HALF_ANGLE)) / (1.f - cos(getFloatAttr("sunSizeMulti", rGlNode, 1.0f) * Corona::SUN_PROJECTED_HALF_ANGLE)); sunColor *= intensityFactor * 1.0;// 2000000; Corona::Sun sun; Corona::ColorOrMap bgCoMap = this->context.scene->getBackground(); SkyMap *sky = dynamic_cast<SkyMap *>(bgCoMap.getMap()); Corona::Rgb avgColor(1, 1, 1); if (sky != nullptr) { avgColor = sky->sc(); } Corona::Rgb sColor(sunColor.r, sunColor.g, sunColor.b); sun.color = sColor * avgColor; sun.active = true; sun.dirTo = Corona::Dir(lightDir.x, lightDir.y, lightDir.z).getNormalized(); //sun.color = Corona::Rgb(sunColor.r,sunColor.g,sunColor.b); sun.visibleDirect = true; sun.visibleReflect = true; sun.visibleRefract = true; sun.sizeMultiplier = getFloatAttr("sunSizeMulti", rGlNode, 1.0); this->context.scene->getSun() = sun; if (sky != nullptr) { sky->initSky(); this->context.scene->setBackground(bgCoMap); avgColor = sky->sc(); this->context.scene->getSun().color = sColor * avgColor; } } else{ MVector lightDir(0, 0, -1); MVector lightDirTangent(1, 0, 0); MVector lightDirBiTangent(0, 1, 0); MColor col; getColor("color", depFn, col); float intensity = 1.0f; getFloat("intensity", depFn, intensity); MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix; lightDir *= m; lightDirTangent *= m; lightDirBiTangent *= m; lightDir.normalize(); Corona::Pos LP(m[3][0], m[3][1], m[3][2]); DirectionalLight *dl = new DirectionalLight; dl->LP = LP; dl->lightColor = Corona::Rgb(col.r, col.g, col.b); dl->lightIntensity = intensity; dl->LD = Corona::Dir(lightDir.x, lightDir.y, lightDir.z); dl->LT = Corona::Dir(lightDirTangent.x, lightDirTangent.y, lightDirTangent.z); dl->LBT = Corona::Dir(lightDirBiTangent.x, lightDirBiTangent.y, lightDirBiTangent.z); dl->lightAngle = getFloatAttr("lightAngle", depFn, 0.0); dl->doShadows = getBoolAttr("useRayTraceShadows", depFn, true); col = getColorAttr("shadowColor", depFn); dl->shadowColor = Corona::Rgb(col.r, col.g, col.b); for (auto excludedObj : obj->excludedObjects) { dl->excludeList.nodes.push(excludedObj.get()); } this->context.scene->addLightShader(dl); obj->lightShader = dl; } } if (obj->mobject.hasFn(MFn::kAreaLight)) { MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix; if ( obj->geom == nullptr) obj->geom = defineStdPlane(); obj->geom->deleteAllInstances(); Corona::AnimatedAffineTm atm; this->setAnimatedTransformationMatrix(atm, obj); obj->instance = obj->geom->addInstance(atm, nullptr, nullptr); if (getBoolAttr("mtco_envPortal", depFn, false)) { Corona::EnviroPortalMtlData data; Corona::SharedPtr<Corona::IMaterial> mat = data.createMaterial(); Corona::IMaterialSet ms = Corona::IMaterialSet(mat); obj->instance->addMaterial(ms); } else{ Corona::NativeMtlData data; MColor lightColor = getColorAttr("color", depFn); float intensity = getFloatAttr("intensity", depFn, 1.0f); lightColor *= intensity; Corona::ColorOrMap com; // experimental direct corona texture if (getBoolAttr("mtco_noOSL", depFn, false)) { MObject fileNode = getConnectedInNode(obj->mobject, "color"); if ((fileNode != MObject::kNullObj) && (fileNode.hasFn(MFn::kFileTexture))) { MFnDependencyNode fileDep(fileNode); mtco_MapLoader loader(fileNode); Corona::SharedPtr<Corona::Abstract::Map> texmap = loader.loadBitmap(""); com = Corona::ColorOrMap(bgRgb, texmap); } } else { com = defineAttribute(MString("color"), obj->mobject, oslRenderer); OSLMap *oslmap = (OSLMap *)com.getMap(); if (oslmap != nullptr) { oslmap->multiplier = intensity; } else{ Corona::Rgb col = com.getConstantColor() * intensity; com.setColor(col); } } data.emission.color = com; data.castsShadows = getBoolAttr("mtco_castShadows", depFn, false); for (auto excludedObj : obj->excludedObjects) { data.emission.excluded.nodes.push(excludedObj.get()); } data.emission.disableSampling = false; data.emission.useTwoSidedEmission = getBoolAttr("mtco_doubleSided", depFn, false); Corona::SharedPtr<Corona::IMaterial> mat = data.createMaterial(); Corona::IMaterialSet ms = Corona::IMaterialSet(mat); ms.visibility.direct = getBoolAttr("mtco_areaVisible", depFn, true); ms.visibility.reflect = getBoolAttr("mtco_visibleInReflection", depFn, true); ms.visibility.refract = getBoolAttr("mtco_visibleInRefraction", depFn, true); obj->instance->addMaterial(ms); } } }