Merge pull request 'main' (#117) from Onek8/LNXSDK:main into main

Reviewed-on: #117
This commit is contained in:
2026-05-16 22:14:33 +00:00
15 changed files with 222 additions and 167 deletions

4
.gitignore vendored
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@ -2,4 +2,6 @@ __pycache__/
*.pyc
*.DS_Store
**/workspace.xml
**/vcs.xml
**/vcs.xml
**/stderr.txt
**/kinc.dmp

Binary file not shown.

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@ -148,10 +148,9 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
vec3(1.0, 0.0, t.y),
vec3(0.0, t.z, 0.0),
vec3(t.w, 0.0, t.x));
const float PI = 3.1415926535;
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3) / PI;
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3) / PI;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
@ -244,7 +243,7 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 2, 1.0);
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
@ -256,7 +255,7 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 2, 1.0);
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
direct *= shadowTest(
#ifdef _ShadowMapTransparent
@ -436,10 +435,9 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
vec3(1.0, 0.0, t.y),
vec3(0.0, t.z, 0.0),
vec3(t.w, 0.0, t.x));
const float PI = 3.1415926535;
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3) / PI;
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3) / PI;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
@ -454,7 +452,7 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 2, 1.0);
vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
@ -466,7 +464,7 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 2, 1.0);
vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
if (index == 0) direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
@ -516,7 +514,7 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
#ifdef _ShadowMap
if (receiveShadow) {
#ifdef _SinglePoint
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 2, 1.0);
vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
direct *= shadowTest(shadowMapSpot[0],
#ifdef _ShadowMapTransparent
shadowMapSpotTransparent[0],
@ -528,7 +526,7 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
);
#endif
#ifdef _Clusters
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 2, 1.0);
vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
#ifdef _ShadowMapAtlas
direct *= shadowTest(
#ifdef _ShadowMapTransparent

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@ -97,12 +97,8 @@ class LightObject extends Object {
this.shadowMapScale = 1.0;
#end
}
else if (type == "point" || type == "area") {
else //if (type == "point" || type == "area" || type == "spot") {
P = Mat4.persp(fov, 1, data.raw.near_plane, data.raw.far_plane);
}
else if (type == "spot") {
P = Mat4.persp(fov, 1, data.raw.near_plane, data.raw.far_plane);
}
Scene.active.lights.push(this);
}

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@ -19,12 +19,11 @@ class MeshObject extends Object {
#if lnx_particles
public var particleSystems: Array<ParticleSystem> = null; // Particle owner
public var render_emitter = true;
#end
#if lnx_gpu_particles
public var particleChildren: Array<MeshObject> = null;
public var particleOwner: MeshObject = null; // Particle object
public var particleChildren: Array<MeshObject> = null;
public var particleIndex = -1;
#end
#end #end
public var cameraDistance: Float;
public var cameraList: Array<String> = null;
public var screenSize = 0.0;

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@ -10,6 +10,8 @@ class Inc {
static var path: RenderPath;
public static var superSample = 1.0;
static var pointIndex = 0;
static var spotIndex = 0;
static var lastFrame = -1;
#if lnx_shadowmap_atlas
@ -164,7 +166,7 @@ class Inc {
continue;
}
for(k in 0...6) {
LightObject.pointLightsData[j ] = light.tileOffsetX[k]; // posx
LightObject.pointLightsData[j ] = light.tileOffsetX[k]; // posx
LightObject.pointLightsData[j + 1] = light.tileOffsetY[k]; // posy
LightObject.pointLightsData[j + 2] = light.tileScale[k]; // tile scale factor relative to atlas
LightObject.pointLightsData[j + 3] = 0; // padding
@ -177,39 +179,12 @@ class Inc {
}
public static function bindShadowMapAtlas() {
var hasAtlas = false;
for (atlas in ShadowMapAtlas.shadowMapAtlases) {
path.bindTarget(atlas.target, atlas.target);
hasAtlas = true;
}
if (!hasAtlas) {
#if lnx_shadowmap_atlas_single_map
path.bindTarget("empty_shadowmap", "shadowMapAtlas");
#else
path.bindTarget("empty_shadowmap", "shadowMapAtlasSun");
path.bindTarget("empty_shadowmap", "shadowMapAtlasPoint");
path.bindTarget("empty_shadowmap", "shadowMapAtlasSpot");
#end
}
#if rp_shadowmap_transparent
var hasAtlasT = false;
for (atlas in ShadowMapAtlas.shadowMapAtlasesTransparent) {
path.bindTarget(atlas.target, atlas.target);
hasAtlasT = true;
}
if (!hasAtlasT) {
#if lnx_shadowmap_atlas_single_map
path.bindTarget("empty_shadowmap_transparent", "shadowMapAtlasTransparent");
#else
path.bindTarget("empty_shadowmap_transparent", "shadowMapAtlasSunTransparent");
path.bindTarget("empty_shadowmap_transparent", "shadowMapAtlasPointTransparent");
path.bindTarget("empty_shadowmap_transparent", "shadowMapAtlasSpotTransparent");
#end
}
#end
}
@ -271,11 +246,6 @@ class Inc {
}
#end
}
// update point light data before rendering
updatePointLightAtlasData(false);
#if rp_shadowmap_transparent
updatePointLightAtlasData(true);
#end
for (atlas in ShadowMapAtlas.shadowMapAtlases) {
tilesToRemove.resize(0);
@ -352,6 +322,24 @@ class Inc {
}
path.endStream();
path.currentG = null;
updatePointLightAtlasData(false);
#if lnx_shadowmap_atlas_lod
for (tile in tilesToChangeSize) {
tilesToRemove.push(tile);
var newTile = ShadowMapTile.assignTiles(tile.light, atlas, tile);
if (newTile != null)
atlas.activeTiles.push(newTile);
}
updatePointLightAtlasData(false);
#end
for (tile in tilesToRemove) {
atlas.activeTiles.remove(tile);
tile.freeTile();
}
}
#if rp_shadowmap_transparent
@ -432,6 +420,8 @@ class Inc {
path.currentG = null;
updatePointLightAtlasData(true);
#if lnx_shadowmap_atlas_lod
for (tile in tilesToChangeSize) {
tilesToRemove.push(tile);
@ -461,39 +451,33 @@ class Inc {
path.bindTarget(n, n);
break;
}
var lightIndex = 0;
for (l in iron.Scene.active.lights) {
if (iron.object.LightObject.discardLightCulled(l)) continue;
if (l.data.raw.type == "point") {
var n = "shadowMapPoint[" + lightIndex + "]";
path.bindTarget(n, n);
var n = "shadowMapPointTransparent[" + lightIndex + "]";
path.bindTarget(n, n);
}
else if (l.data.raw.type == "spot" || l.data.raw.type == "area") {
var n = "shadowMapSpot[" + lightIndex + "]";
path.bindTarget(n, n);
var n = "shadowMapSpotTransparent[" + lightIndex + "]";
path.bindTarget(n, n);
}
lightIndex++;
for (i in 0...pointIndex) {
var n = "shadowMapPoint[" + i + "]";
path.bindTarget(n, n);
var n = "shadowMapPointTransparent[" + i + "]";
path.bindTarget(n, n);
}
for (i in 0...spotIndex) {
var n = "shadowMapSpot[" + i + "]";
path.bindTarget(n, n);
var n = "shadowMapSpotTransparent[" + i + "]";
path.bindTarget(n, n);
}
}
static function shadowMapName(light: LightObject, index: Int, transparent: Bool): String {
static function shadowMapName(light: LightObject, transparent: Bool): String {
switch (light.data.raw.type) {
case "sun":
return transparent ? "shadowMapTransparent" : "shadowMap";
case "point":
return transparent ? "shadowMapPointTransparent[" + index + "]" : "shadowMapPoint[" + index + "]";
return transparent ? "shadowMapPointTransparent[" + pointIndex + "]" : "shadowMapPoint[" + pointIndex + "]";
default:
return transparent ? "shadowMapSpotTransparent[" + index + "]" : "shadowMapSpot[" + index + "]";
return transparent ? "shadowMapSpotTransparent[" + spotIndex + "]" : "shadowMapSpot[" + spotIndex + "]";
}
}
static function getShadowMap(l: iron.object.LightObject, index: Int, transparent: Bool): String {
var target = shadowMapName(l, index, transparent);
static function getShadowMap(l: iron.object.LightObject, transparent: Bool): String {
var target = shadowMapName(l, transparent);
var rt = path.renderTargets.get(target);
// Create shadowmap on the fly
if (rt == null) {
@ -536,12 +520,13 @@ class Inc {
lastFrame = RenderPath.active.frame;
#end
var lightIndex = 0;
pointIndex = 0;
spotIndex = 0;
for (l in iron.Scene.active.lights) {
if (!l.visible) continue;
path.light = l;
var shadowmap = Inc.getShadowMap(l, lightIndex, false);
var shadowmap = Inc.getShadowMap(l, false);
var faces = l.data.raw.shadowmap_cube ? 6 : 1;
for (i in 0...faces) {
if (faces > 1) path.currentFace = i;
@ -553,18 +538,18 @@ class Inc {
}
path.currentFace = -1;
if (!iron.object.LightObject.discardLightCulled(l)) {
lightIndex++;
}
if (l.data.raw.type == "point") pointIndex++;
else if (l.data.raw.type == "spot" || l.data.raw.type == "area") spotIndex++;
}
#if rp_shadowmap_transparent
lightIndex = 0;
pointIndex = 0;
spotIndex = 0;
for (l in iron.Scene.active.lights) {
if (!l.visible) continue;
path.light = l;
var shadowmap_transparent = Inc.getShadowMap(l, lightIndex, true);
var shadowmap_transparent = Inc.getShadowMap(l, true);
var faces = l.data.raw.shadowmap_cube ? 6 : 1;
for (i in 0...faces) {
if (faces > 1) path.currentFace = i;
@ -576,9 +561,8 @@ class Inc {
}
path.currentFace = -1;
if (!iron.object.LightObject.discardLightCulled(l)) {
lightIndex++;
}
if (l.data.raw.type == "point") pointIndex++;
else if (l.data.raw.type == "spot" || l.data.raw.type == "area") spotIndex++;
}
#end
#end // rp_shadowmap

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@ -1104,7 +1104,6 @@ class RenderPathDeferred {
}
#end
path.setTarget(target);
path.clearTarget(0x00000000);
path.bindTarget("tex", "tex");
#if rp_compositordepth

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@ -754,8 +754,7 @@ class RenderPathForward {
}
#end
path.setTarget(target);
path.clearTarget(0x00000000);
#if rp_compositordepth
{
path.bindTarget("_main", "gbufferD");

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@ -460,6 +460,9 @@ class RigidBody extends iron.Trait {
transform.loc.set(tx, ty, tz, 1.0);
transform.rot.set(tRot.x(), tRot.y(), tRot.z(), tRot.w());
} else {
transform.loc.set(currentPos.x(), currentPos.y(), currentPos.z(), 1.0);
transform.rot.set(currentRot.x(), currentRot.y(), currentRot.z(), currentRot.w());
}
if (object.parent != null) {

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@ -495,8 +495,11 @@ class RigidBody extends Trait {
}
var active = physics.bodyInterface.IsActive(bodyId);
if (!active)
if (!active) {
// Activate body if sleeping
physics.bodyInterface.ActivateBody(bodyId);
return;
}
// Read position and rotation from Jolt into cached state
var p = physics.bodyInterface.GetPosition(bodyId);

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@ -111,6 +111,15 @@ FCURVE_TARGET_NAMES = {
current_output = None
class BuildExportCache:
"""Shared cache across all scene exports in a single build.
Created once in make.py, passed to each LeenkxExporter instance."""
def __init__(self):
self.exported_mesh_files: set = set()
self.exported_action_files: set = set()
self.processed_mesh_names: set = set()
class LeenkxExporter:
"""Export to Leenkx format.
@ -131,9 +140,11 @@ class LeenkxExporter:
# Class names of referenced traits
import_traits: List[str] = []
def __init__(self, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None):
def __init__(self, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None, build_cache=None):
global current_output
self.build_cache = build_cache or BuildExportCache()
self.filepath = filepath
self.scene = context.scene if scene is None else scene
self.depsgraph = context.evaluated_depsgraph_get() if depsgraph is None else depsgraph
@ -185,12 +196,12 @@ class LeenkxExporter:
LeenkxExporter.preprocess()
@classmethod
def export_scene(cls, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None) -> None:
def export_scene(cls, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None, build_cache=None) -> None:
"""Exports the given scene to the given file path. This is the
function that is called in make.py and the entry point of the
exporter."""
with lnx.profiler.Profile('profile_exporter.prof', lnx.utils.get_pref_or_default('profile_exporter', False)):
cls(context, filepath, scene, depsgraph).execute()
cls(context, filepath, scene, depsgraph, build_cache).execute()
@classmethod
def preprocess(cls):
@ -473,7 +484,6 @@ class LeenkxExporter:
if btype is not NodeType.MESH and LeenkxExporter.option_mesh_only:
return
is_local_to_linked_scene = bobject.name in self.scene.objects and bobject.name not in self.scene.collection.children and self.scene.library
if bobject.type == 'CAMERA' and bobject.library:
struct_name = bobject.name + '_' + (os.path.basename(self.scene.library.filepath) if self.scene.library else self.scene.name)
else:
@ -1149,8 +1159,9 @@ class LeenkxExporter:
self.export_particle_system_ref(bobject.particle_systems[i], out_object)
aabb = bobject.data.lnx_aabb
if aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0:
if oid not in self.build_cache.processed_mesh_names or (aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0):
self.calc_aabb(bobject)
self.build_cache.processed_mesh_names.add(oid)
out_object['dimensions'] = [aabb[0], aabb[1], aabb[2]]
# shapeKeys = LeenkxExporter.get_shape_keys(objref)
@ -1295,7 +1306,7 @@ class LeenkxExporter:
skelobj.animation_data.action = action
fp = self.get_meshes_file_path('action_' + armatureid + '_' + aname, compressed=LeenkxExporter.compress_enabled)
assets.add(fp)
if not bdata.lnx_cached or not os.path.exists(fp):
if (not bdata.lnx_cached or not os.path.exists(fp)) and fp not in self.build_cache.exported_action_files:
# Store action to use it after autobake was handled
original_action = action
@ -1357,6 +1368,7 @@ class LeenkxExporter:
# Save action separately
action_obj = {'name': aname, 'objects': bones}
lnx.utils.write_lnx(fp, action_obj)
self.build_cache.exported_action_files.add(fp)
# Use relative bone constraints
out_object['relative_bone_constraints'] = bdata.lnx_relative_bone_constraints
@ -1696,6 +1708,7 @@ class LeenkxExporter:
mesh_obj = {'mesh_datas': [out_mesh]}
lnx.utils.write_lnx(fp, mesh_obj)
bobject.data.lnx_cached = True
self.build_cache.exported_mesh_files.add(fp)
@staticmethod
def calc_aabb(bobject):
@ -2057,7 +2070,7 @@ class LeenkxExporter:
fp = self.get_meshes_file_path('mesh_' + oid, compressed=LeenkxExporter.compress_enabled)
assets.add(fp)
# No export necessary
if bobject.data.lnx_cached and os.path.exists(fp):
if bobject.data.lnx_cached and os.path.exists(fp) or fp in self.build_cache.exported_mesh_files:
return
# Mesh users have different modifier stack
@ -2227,6 +2240,7 @@ class LeenkxExporter:
inner_angle = math.atan(math.tan(half_angle) * (1.0 - blend))
out_light['spot_size'] = outer_cos
out_light['spot_blend'] = max(0.0001, math.cos(inner_angle) - outer_cos)
out_light['fov'] = light_ref.spot_size
if light_ref.shadow_soft_size > 0.0:
out_light['light_size'] = light_ref.shadow_soft_size * 10
elif objtype == 'AREA':
@ -2282,7 +2296,6 @@ class LeenkxExporter:
# outside the collection, then instantiate the full object
# child tree if the collection gets spawned as a whole
if bobject.parent is None or bobject.parent.name not in collection.objects:
is_local_to_linked_scene = bobject.name in self.scene.objects and bobject.name not in self.scene.collection.children and self.scene.library
if bobject.type == 'CAMERA':
asset_name = bobject.name + '_' + (os.path.basename(self.scene.library.filepath) if self.scene.library else self.scene.name)
else:
@ -2925,7 +2938,7 @@ class LeenkxExporter:
if collection.name.startswith(('RigidBodyWorld', 'Trait|')):
continue
if self.scene.user_of_id(collection) or collection.library and not self.scene.library or collection in self.referenced_collections:
if self.scene.user_of_id(collection) or collection in self.referenced_collections:
if collection not in self.inlined_collections:
self.export_collection(collection)

View File

@ -19,6 +19,7 @@ import webbrowser
import bpy
from lnx import assets
from lnx.exporter import BuildExportCache
from lnx.exporter import LeenkxExporter
import lnx.lib.make_datas
import lnx.lib.server
@ -265,19 +266,21 @@ def export_data_impl(fp, sdk_path):
continue
for o in scene.collection.all_objects:
if o.type in ('MESH', 'EMPTY'):
if o.name not in export_coll_names:
if o.name not in export_coll_names or o.library:
export_coll.objects.link(o)
export_coll_names.add(o.name)
depsgraph = bpy.context.evaluated_depsgraph_get()
bpy.data.collections.remove(export_coll) # Destroy the "zoo" collection
build_cache = BuildExportCache()
for scene in bpy.data.scenes:
if scene.lnx_export:
# Reset shader comparison arrays to prevent cross-scene shader merging
assets.reset_shader_cons()
ext = '.lz4' if LeenkxExporter.compress_enabled else '.lnx'
asset_path = build_dir + '/compiled/Assets/' + lnx.utils.safestr(scene.name + "_" + os.path.basename(scene.library.filepath).replace(".blend", "") if scene.library else scene.name) + ext
LeenkxExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=depsgraph)
LeenkxExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=depsgraph, build_cache=build_cache)
if LeenkxExporter.export_physics:
physics_found = True
if LeenkxExporter.export_navigation:

View File

@ -8,6 +8,7 @@ import lnx.assets as assets
import lnx.log as log
import lnx.make_state as state
import lnx.utils
from lnx.props_renderpath import auto_atlas_size
if lnx.is_reload(__name__):
lnx.api = lnx.reload_module(lnx.api)
@ -68,12 +69,32 @@ def add_world_defs():
if rpdat.rp_shadowmap_atlas_single_map:
assets.add_khafile_def('lnx_shadowmap_atlas_single_map')
wrd.world_defs += '_SingleAtlas'
assets.add_khafile_def('rp_shadowmap_atlas_max_size_point={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_point)))
assets.add_khafile_def('rp_shadowmap_atlas_max_size_spot={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_spot)))
assets.add_khafile_def('rp_shadowmap_atlas_max_size_sun={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_sun)))
assets.add_khafile_def('rp_shadowmap_atlas_max_size={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size)))
assets.add_khafile_def('rp_max_lights_cluster={0}'.format(int(rpdat.rp_max_lights_cluster)))
if rpdat.rp_shadowmap_atlas_auto:
max_lights = int(rpdat.rp_max_lights)
cube_size = int(rpdat.rp_shadowmap_cube)
cascade_size = int(rpdat.rp_shadowmap_cascade)
cascades = int(rpdat.rp_shadowmap_cascades)
auto_point = auto_atlas_size(max_lights, cube_size, 6)
auto_spot = auto_atlas_size(max_lights, cascade_size, 1)
auto_sun = auto_atlas_size(max_lights, cascade_size, cascades)
auto_max = max(auto_point, auto_spot, auto_sun)
assets.add_khafile_def('rp_shadowmap_atlas_max_size_point={0}'.format(auto_point))
assets.add_khafile_def('rp_shadowmap_atlas_max_size_spot={0}'.format(auto_spot))
assets.add_khafile_def('rp_shadowmap_atlas_max_size_sun={0}'.format(auto_sun))
assets.add_khafile_def('rp_shadowmap_atlas_max_size={0}'.format(auto_max))
else:
assets.add_khafile_def('rp_shadowmap_atlas_max_size_point={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_point)))
assets.add_khafile_def('rp_shadowmap_atlas_max_size_spot={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_spot)))
assets.add_khafile_def('rp_shadowmap_atlas_max_size_sun={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_sun)))
assets.add_khafile_def('rp_shadowmap_atlas_max_size={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size)))
if rpdat.rp_shadowmap_atlas_auto:
assets.add_khafile_def('rp_max_lights_cluster={0}'.format(int(rpdat.rp_max_lights)))
else:
assets.add_khafile_def('rp_max_lights_cluster={0}'.format(int(rpdat.rp_max_lights_cluster)))
assets.add_khafile_def('rp_max_lights={0}'.format(int(rpdat.rp_max_lights)))
if rpdat.rp_shadowmap_atlas_lod:
assets.add_khafile_def('lnx_shadowmap_atlas_lod')

View File

@ -1,5 +1,6 @@
from typing import Optional
import math
import bpy
from bpy.props import *
@ -44,6 +45,18 @@ def update_point_atlas_size_options(scene: bpy.types.Scene, context: bpy.types.C
return atlas_sizes_from_min(int(rpdat.rp_shadowmap_cube) * 2)
def auto_atlas_size(max_lights: int, tile_size: int, tiles_per_light: int) -> int:
"""Automatically calculate the minimum atlas texture size needed to fit max_lights of a given type."""
tiles_needed = max_lights * tiles_per_light
grid_size = math.ceil(math.sqrt(tiles_needed))
needed_pixels = grid_size * tile_size
for size_entry in atlas_sizes:
size = int(size_entry[0])
if size >= needed_pixels:
return size
return int(atlas_sizes[-1][0])
def update_preset(self, context):
rpdat = self.lnx_rplist[-1]
@ -332,6 +345,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
('64', '64', '64'),],
name="Max Lights Shadows", description="Max number of rendered shadow maps that can be visible in the screen. Always equal or lower than Max Lights", default='16')
rp_shadowmap_atlas: BoolProperty(name="Shadow Map Atlasing", description="Group shadow maps of lights of the same type in the same texture", default=False, update=update_renderpath)
rp_shadowmap_atlas_auto: BoolProperty(name="Automatic Atlasing", description="Automatically compute atlas sizes based on max lights and shadow map sizes", default=True, update=update_renderpath)
rp_shadowmap_atlas_single_map: BoolProperty(name="Shadow Map Atlas single map", description="Use a single texture for all different light types.", default=False, update=update_renderpath)
rp_shadowmap_atlas_lod: BoolProperty(name="Shadow Map Atlas LOD (Experimental)", description="When enabled, the size of the shadow map will be determined on runtime based on the distance of the light to the camera", default=False, update=update_renderpath)
rp_shadowmap_transparent: BoolProperty(name="Transparency", description="Enable shadows for transparent objects", default=False, update=update_renderpath)

View File

@ -1745,92 +1745,113 @@ class LNX_PT_RenderPathShadowsPanel(bpy.types.Panel):
layout.prop(rpdat, 'rp_shadowmap_atlas')
colatlas = layout.column()
colatlas.enabled = rpdat.rp_shadowmap_atlas
colatlas.prop(rpdat, 'rp_shadowmap_atlas_auto')
colatlas.prop(rpdat, 'rp_max_lights')
colatlas.prop(rpdat, 'rp_max_lights_cluster')
if not rpdat.rp_shadowmap_atlas_auto:
colatlas.prop(rpdat, 'rp_max_lights_cluster')
if rpdat.rp_shadowmap_atlas_auto:
# Automatic mode: compute sizes from max lights
max_lights = int(rpdat.rp_max_lights)
cube_size = int(rpdat.rp_shadowmap_cube)
cascade_size = int(rpdat.rp_shadowmap_cascade)
cascades = int(rpdat.rp_shadowmap_cascades)
auto_point = lnx.props_renderpath.auto_atlas_size(max_lights, cube_size, 6)
auto_spot = lnx.props_renderpath.auto_atlas_size(max_lights, cascade_size, 1)
auto_sun = lnx.props_renderpath.auto_atlas_size(max_lights, cascade_size, cascades)
if auto_point > 2048 or auto_spot > 2048 or auto_sun > 2048:
size_warning = True
colatlas.prop(rpdat, 'rp_shadowmap_atlas_lod')
colatlas_lod = colatlas.column()
colatlas_lod.enabled = rpdat.rp_shadowmap_atlas_lod
colatlas_lod.prop(rpdat, 'rp_shadowmap_atlas_lod_subdivisions')
if rpdat.rp_shadowmap_atlas_lod:
colatlas_lod = colatlas.column()
colatlas_lod.prop(rpdat, 'rp_shadowmap_atlas_lod_subdivisions')
colatlas_lod_info = colatlas_lod.row()
colatlas_lod_info.alignment = 'RIGHT'
subdivs_list = self.compute_subdivs(int(rpdat.rp_shadowmap_cascade), int(rpdat.rp_shadowmap_atlas_lod_subdivisions))
subdiv_text = "Subdivisions for spot lights: " + ', '.join(map(str, subdivs_list))
colatlas_lod_info.label(text=subdiv_text, icon="IMAGE_ZDEPTH")
if not rpdat.rp_shadowmap_atlas_single_map:
colatlas_lod_info = colatlas_lod.row()
colatlas_lod_info.alignment = 'RIGHT'
subdivs_list = self.compute_subdivs(int(rpdat.rp_shadowmap_cube), int(rpdat.rp_shadowmap_atlas_lod_subdivisions))
subdiv_text = "Subdivisions for point lights: " + ', '.join(map(str, subdivs_list))
subdivs_list = self.compute_subdivs(int(rpdat.rp_shadowmap_cascade), int(rpdat.rp_shadowmap_atlas_lod_subdivisions))
subdiv_text = "Subdivisions for spot lights: " + ', '.join(map(str, subdivs_list))
colatlas_lod_info.label(text=subdiv_text, icon="IMAGE_ZDEPTH")
if not rpdat.rp_shadowmap_atlas_single_map:
colatlas_lod_info = colatlas_lod.row()
colatlas_lod_info.alignment = 'RIGHT'
subdivs_list = self.compute_subdivs(int(rpdat.rp_shadowmap_cube), int(rpdat.rp_shadowmap_atlas_lod_subdivisions))
subdiv_text = "Subdivisions for point lights: " + ', '.join(map(str, subdivs_list))
colatlas_lod_info.label(text=subdiv_text, icon="IMAGE_ZDEPTH")
size_warning = int(rpdat.rp_shadowmap_cascade) > 2048 or int(rpdat.rp_shadowmap_cube) > 2048
colatlas.prop(rpdat, 'rp_shadowmap_atlas_single_map')
# show size for single texture
if rpdat.rp_shadowmap_atlas_single_map:
colatlas_single = colatlas.column()
colatlas_single.prop(rpdat, 'rp_shadowmap_atlas_max_size')
if rpdat.rp_shadowmap_atlas_max_size != '':
atlas_size = int(rpdat.rp_shadowmap_atlas_max_size)
shadowmap_size = int(rpdat.rp_shadowmap_cascade)
if not rpdat.rp_shadowmap_atlas_auto:
# show size for single texture
if rpdat.rp_shadowmap_atlas_single_map:
colatlas_single = colatlas.column()
colatlas_single.prop(rpdat, 'rp_shadowmap_atlas_max_size')
if rpdat.rp_shadowmap_atlas_max_size != '':
atlas_size = int(rpdat.rp_shadowmap_atlas_max_size)
shadowmap_size = int(rpdat.rp_shadowmap_cascade)
if shadowmap_size > 2048:
size_warning = True
if shadowmap_size > 2048:
size_warning = True
point_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'point')
spot_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'spot')
dir_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'sun')
point_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'point')
spot_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'spot')
dir_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'sun')
col = colatlas_single.row()
col.alignment = 'RIGHT'
col.label(text=f'Enough space for { point_lights } point lights or { spot_lights } spot lights or { dir_lights } directional lights.')
else:
# show size for all types
colatlas_mixed = colatlas.column()
colatlas_mixed.prop(rpdat, 'rp_shadowmap_atlas_max_size_spot')
col = colatlas_single.row()
col.alignment = 'RIGHT'
col.label(text=f'Enough space for { point_lights } point lights or { spot_lights } spot lights or { dir_lights } directional lights.')
else:
# show size for all types
colatlas_mixed = colatlas.column()
colatlas_mixed.prop(rpdat, 'rp_shadowmap_atlas_max_size_spot')
if rpdat.rp_shadowmap_atlas_max_size_spot != '':
atlas_size = int(rpdat.rp_shadowmap_atlas_max_size_spot)
shadowmap_size = int(rpdat.rp_shadowmap_cascade)
spot_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'spot')
if rpdat.rp_shadowmap_atlas_max_size_spot != '':
atlas_size = int(rpdat.rp_shadowmap_atlas_max_size_spot)
shadowmap_size = int(rpdat.rp_shadowmap_cascade)
spot_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'spot')
if shadowmap_size > 2048:
size_warning = True
if shadowmap_size > 2048:
size_warning = True
col = colatlas_mixed.row()
col.alignment = 'RIGHT'
col.label(text=f'Enough space for {spot_lights} spot lights.')
col = colatlas_mixed.row()
col.alignment = 'RIGHT'
col.label(text=f'Enough space for {spot_lights} spot lights.')
colatlas_mixed.prop(rpdat, 'rp_shadowmap_atlas_max_size_point')
colatlas_mixed.prop(rpdat, 'rp_shadowmap_atlas_max_size_point')
if rpdat.rp_shadowmap_atlas_max_size_point != '':
atlas_size = int(rpdat.rp_shadowmap_atlas_max_size_point)
shadowmap_size = int(rpdat.rp_shadowmap_cube)
point_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'point')
if rpdat.rp_shadowmap_atlas_max_size_point != '':
atlas_size = int(rpdat.rp_shadowmap_atlas_max_size_point)
shadowmap_size = int(rpdat.rp_shadowmap_cube)
point_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'point')
if shadowmap_size > 2048:
size_warning = True
if shadowmap_size > 2048:
size_warning = True
col = colatlas_mixed.row()
col.alignment = 'RIGHT'
col.label(text=f'Enough space for {point_lights} point lights.')
col = colatlas_mixed.row()
col.alignment = 'RIGHT'
col.label(text=f'Enough space for {point_lights} point lights.')
colatlas_mixed.prop(rpdat, 'rp_shadowmap_atlas_max_size_sun')
colatlas_mixed.prop(rpdat, 'rp_shadowmap_atlas_max_size_sun')
if rpdat.rp_shadowmap_atlas_max_size_sun != '':
atlas_size = int(rpdat.rp_shadowmap_atlas_max_size_sun)
shadowmap_size = int(rpdat.rp_shadowmap_cascade)
dir_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'sun')
if rpdat.rp_shadowmap_atlas_max_size_sun != '':
atlas_size = int(rpdat.rp_shadowmap_atlas_max_size_sun)
shadowmap_size = int(rpdat.rp_shadowmap_cascade)
dir_lights = self.lights_number_atlas(rpdat, atlas_size, shadowmap_size, 'sun')
if shadowmap_size > 2048:
size_warning = True
if shadowmap_size > 2048:
size_warning = True
col = colatlas_mixed.row()
col.alignment = 'RIGHT'
col.label(text=f'Enough space for {dir_lights} directional lights.')
col = colatlas_mixed.row()
col.alignment = 'RIGHT'
col.label(text=f'Enough space for {dir_lights} directional lights.')
# show warning when user picks a size higher than 2048 (arbitrary number).
if size_warning: