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authorclayjohn <claynjohn@gmail.com>2022-09-14 17:39:25 -0700
committerclayjohn <claynjohn@gmail.com>2022-09-14 17:39:25 -0700
commit1b5f422c736c75a34e9357b938d9ba8c589ce3cd (patch)
tree6e9930d73fb38025aa0213437aef90d0280a5282 /scene
parent20d6672846b3fd1537603ac080116dcc914c10e3 (diff)
Validate physical light units in GI classes.
Add checks for physical light units in a few more places to ensure they aren't used when disabled.
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/lightmap_gi.cpp15
-rw-r--r--scene/3d/voxel_gi.cpp6
2 files changed, 17 insertions, 4 deletions
diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp
index b0bccc4571..262e48dc21 100644
--- a/scene/3d/lightmap_gi.cpp
+++ b/scene/3d/lightmap_gi.cpp
@@ -1001,10 +1001,16 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy, l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
} else if (Object::cast_to<OmniLight3D>(light)) {
OmniLight3D *l = Object::cast_to<OmniLight3D>(light);
- lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, energy * (1.0 / (Math_PI * 4.0)), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ energy *= (1.0 / (Math_PI * 4.0));
+ }
+ lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, energy, l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
} else if (Object::cast_to<SpotLight3D>(light)) {
SpotLight3D *l = Object::cast_to<SpotLight3D>(light);
- lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy * (1.0 / Math_PI), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ energy *= (1.0 / Math_PI);
+ }
+ lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy, l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
}
}
for (int i = 0; i < probes_found.size(); i++) {
@@ -1061,7 +1067,10 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
float exposure_normalization = 1.0;
if (camera_attributes.is_valid()) {
- exposure_normalization = camera_attributes->calculate_exposure_normalization() * camera_attributes->get_exposure_multiplier();
+ exposure_normalization = camera_attributes->get_exposure_multiplier();
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ exposure_normalization = camera_attributes->calculate_exposure_normalization();
+ }
}
Lightmapper::BakeError bake_err = lightmapper->bake(Lightmapper::BakeQuality(bake_quality), use_denoiser, bounces, bias, max_texture_size, directional, Lightmapper::GenerateProbes(gen_probes), environment_image, environment_transform, _lightmap_bake_step_function, &bsud, exposure_normalization);
diff --git a/scene/3d/voxel_gi.cpp b/scene/3d/voxel_gi.cpp
index c97af087bf..0bb8f646fe 100644
--- a/scene/3d/voxel_gi.cpp
+++ b/scene/3d/voxel_gi.cpp
@@ -30,6 +30,7 @@
#include "voxel_gi.h"
+#include "core/config/project_settings.h"
#include "core/core_string_names.h"
#include "mesh_instance_3d.h"
#include "multimesh_instance_3d.h"
@@ -382,7 +383,10 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {
float exposure_normalization = 1.0;
if (camera_attributes.is_valid()) {
- exposure_normalization = camera_attributes->calculate_exposure_normalization() * camera_attributes->get_exposure_multiplier();
+ exposure_normalization = camera_attributes->get_exposure_multiplier();
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ exposure_normalization = camera_attributes->calculate_exposure_normalization();
+ }
}
Voxelizer baker;