From 1b5f422c736c75a34e9357b938d9ba8c589ce3cd Mon Sep 17 00:00:00 2001 From: clayjohn Date: Wed, 14 Sep 2022 17:39:25 -0700 Subject: [PATCH] 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. --- scene/3d/lightmap_gi.cpp | 15 ++++++++++++--- scene/3d/voxel_gi.cpp | 6 +++++- 2 files changed, 17 insertions(+), 4 deletions(-) diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp index b0bccc45712..262e48dc210 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(light)) { OmniLight3D *l = Object::cast_to(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(light)) { SpotLight3D *l = Object::cast_to(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 c97af087bf4..0bb8f646fe9 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;