Implement Physical Light Units as an optional setting.

This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
This commit is contained in:
clayjohn
2022-07-31 16:20:24 -07:00
parent 736632ee7e
commit 385ee5c70b
131 changed files with 2692 additions and 1283 deletions

View File

@@ -31,6 +31,8 @@
#include "material.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/error/error_macros.h"
#include "core/version.h"
#include "scene/main/scene_tree.h"
#include "scene/scene_string_names.h"
@@ -1504,13 +1506,27 @@ Color BaseMaterial3D::get_emission() const {
return emission;
}
void BaseMaterial3D::set_emission_energy(float p_emission_energy) {
emission_energy = p_emission_energy;
RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
emission_energy_multiplier = p_emission_energy_multiplier;
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
} else {
RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
}
}
float BaseMaterial3D::get_emission_energy() const {
return emission_energy;
float BaseMaterial3D::get_emission_energy_multiplier() const {
return emission_energy_multiplier;
}
void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {
ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
emission_intensity = p_emission_intensity;
RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
}
float BaseMaterial3D::get_emission_intensity() const {
return emission_intensity;
}
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
@@ -1884,6 +1900,10 @@ void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
_validate_high_end("subsurf_scatter", p_property);
_validate_high_end("heightmap", p_property);
if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
p_property.usage = PROPERTY_USAGE_NONE;
}
@@ -2463,8 +2483,11 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &BaseMaterial3D::set_emission_energy);
ClassDB::bind_method(D_METHOD("get_emission_energy"), &BaseMaterial3D::get_emission_energy);
ClassDB::bind_method(D_METHOD("set_emission_energy_multiplier", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_energy_multiplier);
ClassDB::bind_method(D_METHOD("get_emission_energy_multiplier"), &BaseMaterial3D::get_emission_energy_multiplier);
ClassDB::bind_method(D_METHOD("set_emission_intensity", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_intensity);
ClassDB::bind_method(D_METHOD("get_emission_intensity"), &BaseMaterial3D::get_emission_intensity);
ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
@@ -2681,7 +2704,9 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Emission", "emission_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy", "get_emission_energy");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy_multiplier", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy_multiplier", "get_emission_energy_multiplier");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_intensity", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:nt"), "set_emission_intensity", "get_emission_intensity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
@@ -2943,7 +2968,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_roughness(1.0);
set_metallic(0.0);
set_emission(Color(0, 0, 0));
set_emission_energy(1.0);
set_emission_energy_multiplier(1.0);
set_normal_scale(1);
set_rim(1.0);
set_rim_tint(0.5);
@@ -3096,6 +3121,8 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
{ "depth_flip_binormal", "heightmap_flip_binormal" },
{ "depth_texture", "heightmap_texture" },
{ "emission_energy", "emission_energy_multiplier" },
{ nullptr, nullptr },
};