Revision: 32468
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=32468
Author:   jesterking
Date:     2010-10-14 11:40:56 +0200 (Thu, 14 Oct 2010)

Log Message:
-----------
Fix [#24201] COLLADA Exporter: Light source energy incorrect

lamp->energy and lamp->distance are now taken in account by calculating
the constant, linear and quadratic attenuations based on this.

The import tries to do the reverse.

Note: this will work only properly for lamps that have att1 and att2 set to
1.0 or 0.0, other lamptypes won't import correctly again.

Modified Paths:
--------------
    trunk/blender/source/blender/collada/DocumentImporter.cpp
    trunk/blender/source/blender/collada/LightExporter.cpp

Modified: trunk/blender/source/blender/collada/DocumentImporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/DocumentImporter.cpp   2010-10-14 
09:31:14 UTC (rev 32467)
+++ trunk/blender/source/blender/collada/DocumentImporter.cpp   2010-10-14 
09:40:56 UTC (rev 32468)
@@ -29,9 +29,6 @@
 #include <map>
 #include <algorithm> // sort()
 
-#include <math.h>
-#include <float.h>
-
 #include "COLLADAFWRoot.h"
 #include "COLLADAFWIWriter.h"
 #include "COLLADAFWStableHeaders.h"
@@ -67,6 +64,7 @@
 #include "BKE_image.h"
 
 #include "BLI_listbase.h"
+#include "BLI_math.h"
 #include "BLI_string.h"
 
 #include "DNA_camera_types.h"
@@ -841,6 +839,38 @@
                        lamp->g = col.getGreen();
                        lamp->b = col.getBlue();
                }
+               float constatt = light->getConstantAttenuation().getValue();
+               float linatt = light->getLinearAttenuation().getValue();
+               float quadatt = light->getQuadraticAttenuation().getValue();
+               float d = 25.0f;
+               float att1 = 0.0f;
+               float att2 = 0.0f;
+               
+               float e = 1.0f/constatt;
+               
+               /* NOTE: We assume for now that inv square is used for 
quadratic light
+                * and inv linear for linear light. Exported blender lin/quad 
weighted
+                * most likely will result in wrong import. */
+               /* quadratic light */
+               if(IS_EQ(linatt, 0.0f) && quadatt > 0.0f) {
+                       //quadatt = att2/(d*d*(e*2));
+                       float invquadatt = 1.0f/quadatt;
+                       float d2 = invquadatt / (2 * e);
+                       d = sqrtf(d2);
+               }
+               // linear light
+               else if(IS_EQ(quadatt, 0.0f) && linatt > 0.0f) {
+                       //linatt = att1/(d*e);
+                       float invlinatt = 1.0f/linatt;
+                       d = invlinatt / e;
+               } else {
+                       printf("no linear nor quad light, using defaults for 
attenuation, import will be incorrect: Lamp %s\n", lamp->id.name);
+                       att2 = 1.0f;
+               }
+               
+               lamp->dist = d;
+               lamp->energy = e;
+               
                COLLADAFW::Light::LightType type = light->getLightType();
                switch(type) {
                case COLLADAFW::Light::AMBIENT_LIGHT:
@@ -851,9 +881,9 @@
                case COLLADAFW::Light::SPOT_LIGHT:
                        {
                                lamp->type = LA_SPOT;
-                               lamp->falloff_type = LA_FALLOFF_SLIDERS;
-                               lamp->att1 = 
light->getLinearAttenuation().getValue();
-                               lamp->att2 = 
light->getQuadraticAttenuation().getValue();
+                               lamp->falloff_type = LA_FALLOFF_INVSQUARE;
+                               lamp->att1 = att1;
+                               lamp->att2 = att2;
                                lamp->spotsize = 
light->getFallOffAngle().getValue();
                                lamp->spotblend = 
light->getFallOffExponent().getValue();
                        }
@@ -866,8 +896,9 @@
                case COLLADAFW::Light::POINT_LIGHT:
                        {
                                lamp->type = LA_LOCAL;
-                               lamp->att1 = 
light->getLinearAttenuation().getValue();
-                               lamp->att2 = 
light->getQuadraticAttenuation().getValue();
+                               lamp->falloff_type = LA_FALLOFF_INVSQUARE;
+                               lamp->att1 = att1;
+                               lamp->att2 = att2;
                        }
                        break;
                case COLLADAFW::Light::UNDEFINED:

Modified: trunk/blender/source/blender/collada/LightExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/LightExporter.cpp      2010-10-14 
09:31:14 UTC (rev 32467)
+++ trunk/blender/source/blender/collada/LightExporter.cpp      2010-10-14 
09:40:56 UTC (rev 32468)
@@ -30,6 +30,8 @@
 
 #include "DNA_lamp_types.h"
 
+#include "BLI_math.h"
+
 #include "LightExporter.h"
 #include "collada_internal.h"
 
@@ -48,6 +50,7 @@
 }
 
 LightsExporter::LightsExporter(COLLADASW::StreamWriter *sw): 
COLLADASW::LibraryLights(sw){}
+
 void LightsExporter::exportLights(Scene *sce)
 {
        openLibrary();
@@ -62,18 +65,45 @@
        std::string la_id(get_light_id(ob));
        std::string la_name(id_name(la));
        COLLADASW::Color col(la->r, la->g, la->b);
-       float e = la->energy;
+       float att1, att2;
+       float e, d, constatt, linatt, quadatt;
+       att1 = att2 = 0.0f;
        
+       if(la->falloff_type==LA_FALLOFF_INVLINEAR) {
+               att1 = 1.0f;
+               att2 = 0.0f;
+       }
+       else if(la->falloff_type==LA_FALLOFF_INVSQUARE) {
+               att1 = 0.0f;
+               att2 = 1.0f;
+       }
+       else if(la->falloff_type==LA_FALLOFF_SLIDERS) {
+               att1 = la->att1;
+               att2 = la->att2;
+       }
+       
+       e = la->energy;
+       d = la->dist;
+       
+       constatt = linatt = quadatt = MAXFLOAT;
+       if(e > 0.0f) {
+               constatt = 1.0f/e;
+               linatt = att1/(d*e);
+               quadatt = att2/(d*d*(e*2));
+       }
+       
        // sun
        if (la->type == LA_SUN) {
                COLLADASW::DirectionalLight cla(mSW, la_id, la_name, e);
                cla.setColor(col);
+               cla.setConstantAttenuation(constatt);
                addLight(cla);
        }
        // hemi
        else if (la->type == LA_HEMI) {
                COLLADASW::AmbientLight cla(mSW, la_id, la_name, e);
                cla.setColor(col);
+               cla.setConstantAttenuation(constatt);
                addLight(cla);
        }
        // spot
@@ -82,16 +112,18 @@
                cla.setColor(col);
                cla.setFallOffAngle(la->spotsize);
                cla.setFallOffExponent(la->spotblend);
-               cla.setLinearAttenuation(la->att1);
-               cla.setQuadraticAttenuation(la->att2);
+               cla.setConstantAttenuation(constatt);
+               cla.setLinearAttenuation(linatt);
+               cla.setQuadraticAttenuation(quadatt);
                addLight(cla);
        }
        // lamp
        else if (la->type == LA_LOCAL) {
                COLLADASW::PointLight cla(mSW, la_id, la_name, e);
                cla.setColor(col);
-               cla.setLinearAttenuation(la->att1);
-               cla.setQuadraticAttenuation(la->att2);
+               cla.setConstantAttenuation(constatt);
+               cla.setLinearAttenuation(linatt);
+               cla.setQuadraticAttenuation(quadatt);
                addLight(cla);
        }
        // area lamp is not supported
@@ -99,8 +131,9 @@
        else {
                COLLADASW::PointLight cla(mSW, la_id, la_name, e);
                cla.setColor(col);
-               cla.setLinearAttenuation(la->att1);
-               cla.setQuadraticAttenuation(la->att2);
+               cla.setConstantAttenuation(constatt);
+               cla.setLinearAttenuation(linatt);
+               cla.setQuadraticAttenuation(quadatt);
                addLight(cla);
        }
 }


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