diff --git a/Shaders/compositor_pass/compositor_pass.json b/Shaders/compositor_pass/compositor_pass.json index d0ba4710..102fc0c9 100755 --- a/Shaders/compositor_pass/compositor_pass.json +++ b/Shaders/compositor_pass/compositor_pass.json @@ -34,7 +34,7 @@ }, { "name": "light", - "link": "_lampPosition", + "link": "_lightPosition", "ifdef": ["_CGlare"] }, { diff --git a/Shaders/deferred_light/deferred_light.frag.glsl b/Shaders/deferred_light/deferred_light.frag.glsl index 868a6e40..c2b66773 100644 --- a/Shaders/deferred_light/deferred_light.frag.glsl +++ b/Shaders/deferred_light/deferred_light.frag.glsl @@ -3,7 +3,7 @@ #include "compiled.glsl" #include "std/brdf.glsl" #include "std/math.glsl" -#ifdef _LampIES +#ifdef _LightIES #include "std/ies.glsl" #endif #ifdef _VoxelGIDirect @@ -52,7 +52,7 @@ uniform sampler2D gbuffer2; #ifdef _DFRS //!uniform sampler3D sdftex; #endif -#ifdef _LampIES +#ifdef _LightIES //!uniform sampler2D texIES; #endif @@ -71,10 +71,10 @@ uniform int lightShadow; uniform float shadowsBias; uniform vec2 spotlightData; #ifdef _LTC - uniform vec3 lampArea0; - uniform vec3 lampArea1; - uniform vec3 lampArea2; - uniform vec3 lampArea3; + uniform vec3 lightArea0; + uniform vec3 lightArea1; + uniform vec3 lightArea2; + uniform vec3 lightArea3; uniform sampler2D sltcMat; uniform sampler2D sltcMag; #endif @@ -83,8 +83,8 @@ uniform vec3 eye; //!uniform mat4 VP; #endif -#ifdef _LampColTex - uniform sampler2D texlampcolor; +#ifdef _LightColTex + uniform sampler2D texlightcolor; #endif in vec4 wvpposition; @@ -168,7 +168,7 @@ void main() { visibility *= attenuate(distance(p, lightPos)); -#ifdef _LampIES +#ifdef _LightIES visibility *= iesAttenuation(-l); #endif if (lightType == 2) { // Spot @@ -190,9 +190,9 @@ void main() { vec3(0.0, t.z, 0.0), vec3(t.w, 0.0, t.x)); - float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lampArea0, lampArea1, lampArea2, lampArea3); + float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3); ltcspec *= texture(sltcMag, tuv).a; - float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lampArea0, lampArea1, lampArea2, lampArea3); + float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3); fragColor.rgb = albedo * ltcdiff + ltcspec * spec; } else { @@ -225,9 +225,9 @@ void main() { fragColor.rgb *= lightColor; -#ifdef _LampColTex - // fragColor.rgb *= texture(texlampcolor, envMapEquirect(l)).rgb; - fragColor.rgb *= pow(texture(texlampcolor, l.xy).rgb, vec3(2.2)); +#ifdef _LightColTex + // fragColor.rgb *= texture(texlightcolor, envMapEquirect(l)).rgb; + fragColor.rgb *= pow(texture(texlightcolor, l.xy).rgb, vec3(2.2)); #endif #ifdef _SSS diff --git a/Shaders/deferred_light/deferred_light.json b/Shaders/deferred_light/deferred_light.json index 220c1f87..38867e2f 100755 --- a/Shaders/deferred_light/deferred_light.json +++ b/Shaders/deferred_light/deferred_light.json @@ -15,73 +15,73 @@ "links": [ { "name": "LVWVP", - "link": "_lampVolumeWorldViewProjectionMatrix" + "link": "_lightVolumeWorldViewProjectionMatrix" }, { "name": "lightPos", - "link": "_lampPosition" + "link": "_lightPosition" }, { "name": "lightProj", - "link": "_lampPlaneProj" + "link": "_lightPlaneProj" }, { "name": "lightDir", - "link": "_lampDirection" + "link": "_lightDirection" }, { "name": "lightType", - "link": "_lampType" + "link": "_lightType" }, { "name": "lightColor", - "link": "_lampColor" + "link": "_lightColor" }, { "name": "lightShadow", - "link": "_lampCastShadow" + "link": "_lightCastShadow" }, { - "name": "texlampcolor", - "link": "_lampColorTexture", - "ifdef": ["_LampColTex"] + "name": "texlightcolor", + "link": "_lightColorTexture", + "ifdef": ["_LightColTex"] }, { "name": "texIES", "link": "_iesTexture", - "ifdef": ["_LampIES"] + "ifdef": ["_LightIES"] }, { "name": "lightPlane", - "link": "_lampPlane", + "link": "_lightPlane", "ifdef": ["_SSS"] }, { "name": "shadowsBias", - "link": "_lampShadowsBias" + "link": "_lightShadowsBias" }, { "name": "spotlightData", - "link": "_spotlampData" + "link": "_spotlightData" }, { - "name": "lampArea0", - "link": "_lampArea0", + "name": "lightArea0", + "link": "_lightArea0", "ifdef": ["_LTC"] }, { - "name": "lampArea1", - "link": "_lampArea1", + "name": "lightArea1", + "link": "_lightArea1", "ifdef": ["_LTC"] }, { - "name": "lampArea2", - "link": "_lampArea2", + "name": "lightArea2", + "link": "_lightArea2", "ifdef": ["_LTC"] }, { - "name": "lampArea3", - "link": "_lampArea3", + "name": "lightArea3", + "link": "_lightArea3", "ifdef": ["_LTC"] }, { @@ -104,7 +104,7 @@ }, { "name": "LWVP", - "link": "_biasLampWorldViewProjectionMatrix" + "link": "_biasLightWorldViewProjectionMatrix" }, { "name": "VP", @@ -117,7 +117,7 @@ "ifdef": ["_DFRS"] } ], - "vertex_shader": "../include/pass_lamp_volume.vert.glsl", + "vertex_shader": "../include/pass_light_volume.vert.glsl", "fragment_shader": "deferred_light.frag.glsl" } ] diff --git a/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl b/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl index 6e021bd6..52c5ee58 100644 --- a/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl +++ b/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl @@ -47,7 +47,7 @@ vec2 lightPlane; #endif #endif #endif -#ifdef _LampClouds +#ifdef _LightClouds uniform sampler2D texClouds; uniform float time; #endif @@ -64,8 +64,8 @@ uniform vec2 cameraProj; uniform mat4 invVP; #endif -#ifdef _LampColTex - uniform sampler2D texlampcolor; +#ifdef _LightColTex + uniform sampler2D texlightcolor; #endif in vec2 texCoord; @@ -150,9 +150,9 @@ void main() { fragColor.rgb *= lightColor; -#ifdef _LampColTex - // fragColor.rgb *= texture(texlampcolor, envMapEquirect(l)).rgb; - fragColor.rgb *= pow(texture(texlampcolor, l.xy).rgb, vec3(2.2)); +#ifdef _LightColTex + // fragColor.rgb *= texture(texlightcolor, envMapEquirect(l)).rgb; + fragColor.rgb *= pow(texture(texlightcolor, l.xy).rgb, vec3(2.2)); #endif #ifdef _SSS @@ -174,7 +174,7 @@ void main() { visibility *= tvis; #endif -#ifdef _LampClouds +#ifdef _LightClouds visibility *= texture(texClouds, vec2(p.xy / 100.0 + time / 80.0)).r * dot(n, vec3(0,0,1)); #endif diff --git a/Shaders/deferred_light_quad/deferred_light_quad.json b/Shaders/deferred_light_quad/deferred_light_quad.json index 694d5ccd..70d75885 100755 --- a/Shaders/deferred_light_quad/deferred_light_quad.json +++ b/Shaders/deferred_light_quad/deferred_light_quad.json @@ -19,34 +19,34 @@ }, { "name": "l", - "link": "_lampDirection" + "link": "_lightDirection" }, { "name": "lightColor", - "link": "_lampColor" + "link": "_lightColor" }, { "name": "lightShadow", - "link": "_lampCastShadow" + "link": "_lightCastShadow" }, { - "name": "texlampcolor", - "link": "_lampColorTexture", - "ifdef": ["_LampColTex"] + "name": "texlightcolor", + "link": "_lightColorTexture", + "ifdef": ["_LightColTex"] }, { "name": "texClouds", "link": "_cloudsTexture", - "ifdef": ["_LampClouds"] + "ifdef": ["_LightClouds"] }, { "name": "time", "link": "_time", - "ifdef": ["_LampClouds"] + "ifdef": ["_LightClouds"] }, { "name": "shadowsBias", - "link": "_lampShadowsBias" + "link": "_lightShadowsBias" }, { "name": "eye", @@ -63,12 +63,12 @@ }, { "name": "lightPlane", - "link": "_lampPlane", + "link": "_lightPlane", "ifdef": ["_SSS"] }, { "name": "LWVP", - "link": "_biasLampWorldViewProjectionMatrix", + "link": "_biasLightWorldViewProjectionMatrix", "ifndef": ["_CSM"] }, { diff --git a/Shaders/grease_pencil/grease_pencil.json b/Shaders/grease_pencil/grease_pencil.json index c29a0770..308234d7 100755 --- a/Shaders/grease_pencil/grease_pencil.json +++ b/Shaders/grease_pencil/grease_pencil.json @@ -29,7 +29,7 @@ "links": [ { "name": "LWVP", - "link": "_biasLampWorldViewProjectionMatrix" + "link": "_biasLightWorldViewProjectionMatrix" } ], "texture_params": [], diff --git a/Shaders/include/pass_lamp_volume.vert.glsl b/Shaders/include/pass_light_volume.vert.glsl similarity index 100% rename from Shaders/include/pass_lamp_volume.vert.glsl rename to Shaders/include/pass_light_volume.vert.glsl diff --git a/Shaders/std/ltc.glsl b/Shaders/std/ltc.glsl index 6e9fc261..62bae047 100755 --- a/Shaders/std/ltc.glsl +++ b/Shaders/std/ltc.glsl @@ -158,7 +158,7 @@ float ltcEvaluate(vec3 N, vec3 V, float dotNV, vec3 P, mat3 Minv, vec3 points0, if (n >= 4) sum += integrateEdge(L3, L4); if (n == 5) sum += integrateEdge(L4, L0); -#ifdef _TwoSidedAreaLamp +#ifdef _TwoSidedAreaLight return abs(sum); #else return max(0.0, -sum); diff --git a/Shaders/visibility_pass/visibility_pass.frag.glsl b/Shaders/visibility_pass/visibility_pass.frag.glsl index f1f27d5c..32e4e119 100644 --- a/Shaders/visibility_pass/visibility_pass.frag.glsl +++ b/Shaders/visibility_pass/visibility_pass.frag.glsl @@ -34,8 +34,8 @@ void main() { // #endif vec3 p = getPos(eye, eyeLook, viewRay, depth, cameraProj); - vec4 lampPos = LWVP * vec4(p, 1.0); - vec3 lPos = lampPos.xyz / lampPos.w; + vec4 lightPosition = LWVP * vec4(p, 1.0); + vec3 lPos = lightPosition.xyz / lightPosition.w; // Visibility if (lightShadow == 1) { diff --git a/Shaders/visibility_pass/visibility_pass.json b/Shaders/visibility_pass/visibility_pass.json index acf22444..e38d575a 100755 --- a/Shaders/visibility_pass/visibility_pass.json +++ b/Shaders/visibility_pass/visibility_pass.json @@ -24,28 +24,28 @@ }, { "name": "shadowsBias", - "link": "_lampShadowsBias" + "link": "_lightShadowsBias" }, { "name": "LWVP", - "link": "_biasLampWorldViewProjectionMatrix" + "link": "_biasLightWorldViewProjectionMatrix" }, { "name": "lightType", - "link": "_lampType", + "link": "_lightType", "ifdef": ["_Disabled"] }, { "name": "lightShadow", - "link": "_lampCastShadow" + "link": "_lightCastShadow" }, { "name": "lightProj", - "link": "_lampPlaneProj" + "link": "_lightPlaneProj" }, { "name": "lightPos", - "link": "_lampPosition" + "link": "_lightPosition" } ], "vertex_shader": "visibility_pass.vert.glsl", diff --git a/Shaders/volumetric_light/volumetric_light.frag.glsl b/Shaders/volumetric_light/volumetric_light.frag.glsl index 2c16eb4a..f8ea5c7e 100644 --- a/Shaders/volumetric_light/volumetric_light.frag.glsl +++ b/Shaders/volumetric_light/volumetric_light.frag.glsl @@ -50,10 +50,10 @@ void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatter float visibility = 1.0; if (lightShadow == 1) { - vec4 lampPos = LWVP * vec4(curPos, 1.0); - if (lampPos.w > 0.0) { - lampPos.xyz /= lampPos.w; - visibility = float(texture(shadowMap, lampPos.xy).r > lampPos.z - shadowsBias); + vec4 lightPosition = LWVP * vec4(curPos, 1.0); + if (lightPosition.w > 0.0) { + lightPosition.xyz /= lightPosition.w; + visibility = float(texture(shadowMap, lightPosition.xy).r > lightPosition.z - shadowsBias); } } else { // Cubemap diff --git a/Shaders/volumetric_light/volumetric_light.json b/Shaders/volumetric_light/volumetric_light.json index d47b3883..fcf5fbaf 100755 --- a/Shaders/volumetric_light/volumetric_light.json +++ b/Shaders/volumetric_light/volumetric_light.json @@ -8,7 +8,7 @@ "links": [ { "name": "LVWVP", - "link": "_lampVolumeWorldViewProjectionMatrix" + "link": "_lightVolumeWorldViewProjectionMatrix" }, { "name": "invVP", @@ -16,11 +16,11 @@ }, { "name": "LWVP", - "link": "_biasLampWorldViewProjectionMatrix" + "link": "_biasLightWorldViewProjectionMatrix" }, { "name": "shadowsBias", - "link": "_lampShadowsBias" + "link": "_lightShadowsBias" }, { "name": "screenSize", @@ -32,11 +32,11 @@ }, { "name": "lightPos", - "link": "_lampPosition" + "link": "_lightPosition" }, { "name": "lightRadius", - "link": "_lampRadius" + "link": "_lightRadius" }, { "name": "snoise", @@ -44,15 +44,15 @@ }, { "name": "lightProj", - "link": "_lampPlaneProj" + "link": "_lightPlaneProj" }, { "name": "lightShadow", - "link": "_lampCastShadow" + "link": "_lightCastShadow" } ], "texture_params": [], - "vertex_shader": "../include/pass_lamp_volume.vert.glsl", + "vertex_shader": "../include/pass_light_volume.vert.glsl", "fragment_shader": "volumetric_light.frag.glsl" } ] diff --git a/Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl b/Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl index 2781af18..5882ce13 100644 --- a/Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl +++ b/Shaders/volumetric_light_quad/volumetric_light_quad.frag.glsl @@ -56,10 +56,10 @@ void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatter #ifdef _CSM mat4 LWVP = mat4(casData[4 + 0], casData[4 + 1], casData[4 + 2], casData[4 + 3]); #endif - vec4 lampPos = LWVP * vec4(curPos, 1.0); - if (lampPos.w > 0.0) { - lampPos.xyz /= lampPos.w; - visibility = float(texture(shadowMap, lampPos.xy).r > lampPos.z - shadowsBias); + vec4 lightPosition = LWVP * vec4(curPos, 1.0); + if (lightPosition.w > 0.0) { + lightPosition.xyz /= lightPosition.w; + visibility = float(texture(shadowMap, lightPosition.xy).r > lightPosition.z - shadowsBias); } scatteredLightAmount += curOpticalDepth * l1 * visibility; diff --git a/Shaders/volumetric_light_quad/volumetric_light_quad.json b/Shaders/volumetric_light_quad/volumetric_light_quad.json index 848fb49c..17f872cb 100755 --- a/Shaders/volumetric_light_quad/volumetric_light_quad.json +++ b/Shaders/volumetric_light_quad/volumetric_light_quad.json @@ -12,21 +12,21 @@ }, { "name": "LWVP", - "link": "_biasLampWorldViewProjectionMatrix", + "link": "_biasLightWorldViewProjectionMatrix", "ifndef": ["_CSM"] }, { "name": "shadowsBias", - "link": "_lampShadowsBias" + "link": "_lightShadowsBias" }, { "name": "lightPos", - "link": "_lampPosition", + "link": "_lightPosition", "ifdef": ["_Disabled"] }, { "name": "lightRadius", - "link": "_lampRadius", + "link": "_lightRadius", "ifdef": ["_Disabled"] }, { @@ -35,12 +35,12 @@ }, { "name": "lightPlane", - "link": "_lampPlane", + "link": "_lightPlane", "ifdef": ["_Disabled"] }, { "name": "lightShadow", - "link": "_lampCastShadow", + "link": "_lightCastShadow", "ifdef": ["_Disabled"] }, { @@ -83,25 +83,25 @@ }, { "name": "LWVP", - "link": "_biasLampWorldViewProjectionMatrix" + "link": "_biasLightWorldViewProjectionMatrix" }, { "name": "shadowsBias", - "link": "_lampShadowsBias" + "link": "_lightShadowsBias" }, { "name": "lightPos", - "link": "_lampPosition", + "link": "_lightPosition", "ifdef": ["_Disabled"] }, { "name": "lightRadius", - "link": "_lampRadius", + "link": "_lightRadius", "ifdef": ["_Disabled"] }, { "name": "lightColor", - "link": "_lampColor" + "link": "_lightColor" }, { "name": "snoise", @@ -110,12 +110,12 @@ }, { "name": "lightPlane", - "link": "_lampPlane", + "link": "_lightPlane", "ifdef": ["_Disabled"] }, { "name": "lightShadow", - "link": "_lampCastShadow", + "link": "_lightCastShadow", "ifdef": ["_Disabled"] }, { diff --git a/Shaders/voxel_light/voxel_light.comp.glsl b/Shaders/voxel_light/voxel_light.comp.glsl index b8066e9a..8c66a09c 100644 --- a/Shaders/voxel_light/voxel_light.comp.glsl +++ b/Shaders/voxel_light/voxel_light.comp.glsl @@ -54,9 +54,9 @@ void main() { #ifndef _NoShadows if (lightShadow == 1) { - vec4 lampPos = LVP * vec4(wposition, 1.0); - vec3 lPos = lampPos.xyz / lampPos.w; - // if (lampPos.w > 0.0) + vec4 lightPosition = LVP * vec4(wposition, 1.0); + vec3 lPos = lightPosition.xyz / lightPosition.w; + // if (lightPosition.w > 0.0) if (texture(shadowMap, lPos.xy).r < lPos.z - shadowsBias) visibility = 0.0; // visibility = shadowTest(shadowMap, lPos, shadowsBias, shadowmapSize); } diff --git a/Shaders/water_pass/water_pass.frag.glsl b/Shaders/water_pass/water_pass.frag.glsl index e4af3dbc..ca906c45 100644 --- a/Shaders/water_pass/water_pass.frag.glsl +++ b/Shaders/water_pass/water_pass.frag.glsl @@ -329,8 +329,8 @@ void main() { // #ifndef _NoShadows // if (lightShadow == 1) { - // vec4 lampPos = LWVP * vec4(surfacePoint.xyz, 1.0); - // if (lampPos.w > 0.0) fragColor.rgb *= shadowTest(lampPos.xyz / lampPos.w); + // vec4 lightPosition = LWVP * vec4(surfacePoint.xyz, 1.0); + // if (lightPosition.w > 0.0) fragColor.rgb *= shadowTest(lightPosition.xyz / lightPosition.w); // } // else if (lightShadow == 2) { // Cube // vec3 lp = lightPos - surfacePoint.xyz; diff --git a/Shaders/water_pass/water_pass.json b/Shaders/water_pass/water_pass.json index 2c7f9a34..eb8ebf27 100755 --- a/Shaders/water_pass/water_pass.json +++ b/Shaders/water_pass/water_pass.json @@ -30,7 +30,7 @@ }, { "name": "ld", - "link": "_lampDirection" + "link": "_lightDirection" }, { "name": "invVP", @@ -46,27 +46,27 @@ }, { "name": "LWVP", - "link": "_biasLampWorldViewProjectionMatrix", + "link": "_biasLightWorldViewProjectionMatrix", "ifdef": ["_Disabled"] }, { "name": "shadowsBias", - "link": "_lampShadowsBias", + "link": "_lightShadowsBias", "ifdef": ["_Disabled"] }, { "name": "lightPlane", - "link": "_lampPlane", + "link": "_lightPlane", "ifdef": ["_Disabled"] }, { "name": "lightShadow", - "link": "_lampCastShadow", + "link": "_lightCastShadow", "ifdef": ["_Disabled"] }, { "name": "lightPos", - "link": "_lampPosition", + "link": "_lightPosition", "ifdef": ["_Disabled"] }, { diff --git a/Sources/armory/logicnode/SetLightColorNode.hx b/Sources/armory/logicnode/SetLightColorNode.hx index 814726c4..81cd5a1e 100644 --- a/Sources/armory/logicnode/SetLightColorNode.hx +++ b/Sources/armory/logicnode/SetLightColorNode.hx @@ -1,6 +1,6 @@ package armory.logicnode; -import iron.object.LampObject; +import iron.object.LightObject; class SetLightColorNode extends LogicNode { @@ -9,7 +9,7 @@ class SetLightColorNode extends LogicNode { } override function run() { - var light:LampObject = inputs[1].get(); + var light:LightObject = inputs[1].get(); var color:iron.math.Vec4 = inputs[2].get(); if (light == null) return; diff --git a/Sources/armory/logicnode/SetLightStrengthNode.hx b/Sources/armory/logicnode/SetLightStrengthNode.hx index 9d2e6324..1b160b14 100644 --- a/Sources/armory/logicnode/SetLightStrengthNode.hx +++ b/Sources/armory/logicnode/SetLightStrengthNode.hx @@ -1,6 +1,6 @@ package armory.logicnode; -import iron.object.LampObject; +import iron.object.LightObject; class SetLightStrengthNode extends LogicNode { @@ -9,7 +9,7 @@ class SetLightStrengthNode extends LogicNode { } override function run() { - var light:LampObject = inputs[1].get(); + var light:LightObject = inputs[1].get(); var strength:Float = inputs[2].get(); if (light == null) return; diff --git a/Sources/armory/renderpath/HosekWilkie.hx b/Sources/armory/renderpath/HosekWilkie.hx index 00c193bc..aea6227e 100644 --- a/Sources/armory/renderpath/HosekWilkie.hx +++ b/Sources/armory/renderpath/HosekWilkie.hx @@ -120,12 +120,12 @@ class HosekWilkie { var dir = world.raw.sun_direction; sunDirection = new FastVector3(dir[0], -dir[1], dir[2]); - // Extract direction from lamp + // Extract direction from light // var mat = iron.data.Data.getMaterial("World_material", "World_material").data; - // var lamp = iron.Scene.active.lamps[0]; - // var ltr = lamp.transform; + // var light = iron.Scene.active.lights[0]; + // var ltr = light.transform; // var lf = ltr.world.look2(); - // lamp.data.data.strength = 3.3 - Math.abs(ltr.worldy()) / 45; + // light.data.data.strength = 3.3 - Math.abs(ltr.worldy()) / 45; // probe.strength = 1.2 - Math.abs(ltr.worldy()) / 45; // mat.contexts[0].bind_constants[0].float = probe.strength + 0.5; // mat.contexts[0].bind_constants[1].vec3[0] = lf.x; diff --git a/Sources/armory/renderpath/Inc.hx b/Sources/armory/renderpath/Inc.hx index e15bfa5f..cfa8faaa 100644 --- a/Sources/armory/renderpath/Inc.hx +++ b/Sources/armory/renderpath/Inc.hx @@ -54,7 +54,7 @@ class Inc { } public static function shadowMapName():String { - return path.getLamp(path.currentLampIndex).data.raw.shadowmap_cube ? "shadowMapCube" : "shadowMap"; + return path.getLight(path.currentLightIndex).data.raw.shadowmap_cube ? "shadowMapCube" : "shadowMap"; } public static function getShadowMap():String { @@ -62,9 +62,9 @@ class Inc { var rt = path.renderTargets.get(target); // Create shadowmap on the fly if (rt == null) { - if (path.getLamp(path.currentLampIndex).data.raw.shadowmap_cube) { + if (path.getLight(path.currentLightIndex).data.raw.shadowmap_cube) { // Cubemap size - var size = Std.int(path.getLamp(path.currentLampIndex).data.raw.shadowmap_size); + var size = Std.int(path.getLight(path.currentLightIndex).data.raw.shadowmap_size); var t = new RenderTargetRaw(); t.name = target; t.width = size; @@ -74,10 +74,10 @@ class Inc { rt = path.createRenderTarget(t); } else { // Non-cube sm - var sizew = path.getLamp(path.currentLampIndex).data.raw.shadowmap_size; + var sizew = path.getLight(path.currentLightIndex).data.raw.shadowmap_size; var sizeh = sizew; #if arm_csm // Cascades - atlas on x axis - sizew = sizeh * iron.object.LampObject.cascadeCount; + sizew = sizeh * iron.object.LightObject.cascadeCount; #end var t = new RenderTargetRaw(); t.name = target; @@ -302,16 +302,16 @@ class Inc { public static function computeVoxels(i:Int) { var rts = path.renderTargets; var res = Inc.getVoxelRes(); - var lamps = iron.Scene.active.lamps; - // for (i in 0...lamps.length) { - var l = lamps[i]; + var lights = iron.Scene.active.lights; + // for (i in 0...lights.length) { + var l = lights[i]; // if (!l.visible) continue; - // path.currentLampIndex = i; + // path.currentLightIndex = i; // #if (rp_shadowmap) // { // TODO: merge with direct, drawing shadowmaps twice! - // if (path.lampCastShadow()) { + // if (path.lightCastShadow()) { // drawShadowMap(l); // } // } @@ -358,7 +358,7 @@ class Inc { var f = l.data.raw.strength; kha.compute.Compute.setFloat3(voxel_cb, l.data.raw.color[0] * f, l.data.raw.color[1] * f, l.data.raw.color[2] * f); // lightType - kha.compute.Compute.setInt(voxel_cc, iron.data.LampData.typeToInt(l.data.raw.type)); + kha.compute.Compute.setInt(voxel_cc, iron.data.LightData.typeToInt(l.data.raw.type)); // lightDir var v = l.look(); kha.compute.Compute.setFloat3(voxel_cd, v.x, v.y, v.z); @@ -371,7 +371,7 @@ class Inc { kha.compute.Compute.compute(res, res, res); // } - // path.currentLampIndex = 0; + // path.currentLightIndex = 0; } public static function computeVoxelsEnd() { var rts = path.renderTargets; @@ -398,9 +398,9 @@ class Inc { #end #if (rp_renderer == "Forward") - public static function drawShadowMap(l:iron.object.LampObject) { + public static function drawShadowMap(l:iron.object.LightObject) { #if (rp_shadowmap) - var faces = path.getLamp(path.currentLampIndex).data.raw.shadowmap_cube ? 6 : 1; + var faces = path.getLight(path.currentLightIndex).data.raw.shadowmap_cube ? 6 : 1; for (i in 0...faces) { if (faces > 1) path.currentFace = i; path.setTarget(Inc.getShadowMap()); @@ -411,7 +411,7 @@ class Inc { #end } #else - public static function drawShadowMap(l:iron.object.LampObject) { + public static function drawShadowMap(l:iron.object.LightObject) { #if (rp_shadowmap) var faces = l.data.raw.shadowmap_cube ? 6 : 1; for (j in 0...faces) { @@ -422,7 +422,7 @@ class Inc { } path.currentFace = -1; - // One lamp at a time for now, precompute all lamps for tiled + // One light at a time for now, precompute all lights for tiled #if rp_soft_shadows if (l.raw.type != "point") { diff --git a/Sources/armory/renderpath/RenderPathDeferred.hx b/Sources/armory/renderpath/RenderPathDeferred.hx index 00cc5cad..807eba8d 100644 --- a/Sources/armory/renderpath/RenderPathDeferred.hx +++ b/Sources/armory/renderpath/RenderPathDeferred.hx @@ -505,16 +505,16 @@ class RenderPathDeferred { } #if ((rp_gi == "Voxel GI") && (rp_voxelgi_relight)) - // Relight if lamp was moved - for (lamp in iron.Scene.active.lamps) { - if (lamp.transform.diff()) { relight = true; break; } + // Relight if light was moved + for (light in iron.Scene.active.lights) { + if (light.transform.diff()) { relight = true; break; } } #end if (relight) { #if (rp_gi == "Voxel GI") // Inc.computeVoxelsBegin(); - // for (i in 0...lamps.length) Inc.computeVoxels(i); // Redraws SM + // for (i in 0...lights.length) Inc.computeVoxels(i); // Redraws SM // Inc.computeVoxelsEnd(); #if (rp_gi_bounces) voxels = "voxelsBounce"; @@ -549,18 +549,18 @@ class RenderPathDeferred { path.drawShader("shader_datas/deferred_indirect/deferred_indirect"); // Direct - var lamps = iron.Scene.active.lamps; + var lights = iron.Scene.active.lights; #if (rp_gi == "Voxel GI") if (relight) Inc.computeVoxelsBegin(); #end - for (i in 0...lamps.length) { - var l = lamps[i]; + for (i in 0...lights.length) { + var l = lights[i]; if (!l.visible) continue; - path.currentLampIndex = i; + path.currentLightIndex = i; #if (rp_shadowmap) { - if (path.lampCastShadow()) { + if (path.lightCastShadow()) { Inc.drawShadowMap(l); } } @@ -580,7 +580,7 @@ class RenderPathDeferred { #if rp_shadowmap { - if (path.lampCastShadow()) { + if (path.lightCastShadow()) { #if rp_soft_shadows path.bindTarget("visa", "svisibility"); #else @@ -596,11 +596,11 @@ class RenderPathDeferred { } #end - if (path.lampIsSun()) { + if (path.lightIsSun()) { path.drawShader("shader_datas/deferred_light_quad/deferred_light_quad"); } else { - path.drawLampVolume("shader_datas/deferred_light/deferred_light"); + path.drawLightVolume("shader_datas/deferred_light/deferred_light"); } #if rp_volumetriclight @@ -608,11 +608,11 @@ class RenderPathDeferred { path.setTarget("bufvola"); path.bindTarget("_main", "gbufferD"); Inc.bindShadowMap(); - if (path.lampIsSun()) { + if (path.lightIsSun()) { path.drawShader("shader_datas/volumetric_light_quad/volumetric_light_quad"); } else { - path.drawLampVolume("shader_datas/volumetric_light/volumetric_light"); + path.drawLightVolume("shader_datas/volumetric_light/volumetric_light"); } path.setTarget("bufvolb"); @@ -625,7 +625,7 @@ class RenderPathDeferred { } #end } - path.currentLampIndex = 0; + path.currentLightIndex = 0; #if (rp_gi == "Voxel GI") if (relight) Inc.computeVoxelsEnd(); #end @@ -652,8 +652,8 @@ class RenderPathDeferred { #if rp_translucency { - var hasLamp = iron.Scene.active.lamps.length > 0; - if (hasLamp) Inc.drawTranslucency("tex"); + var hasLight = iron.Scene.active.lights.length > 0; + if (hasLight) Inc.drawTranslucency("tex"); } #end diff --git a/Sources/armory/renderpath/RenderPathForward.hx b/Sources/armory/renderpath/RenderPathForward.hx index 6ff6578e..f17a9f55 100644 --- a/Sources/armory/renderpath/RenderPathForward.hx +++ b/Sources/armory/renderpath/RenderPathForward.hx @@ -30,8 +30,8 @@ class RenderPathForward { #if rp_translucency { - var hasLamp = iron.Scene.active.lamps.length > 0; - if (hasLamp) Inc.drawTranslucency("lbuf"); + var hasLight = iron.Scene.active.lights.length > 0; + if (hasLight) Inc.drawTranslucency("lbuf"); } #end } @@ -235,12 +235,12 @@ class RenderPathForward { public static function commands() { - var hasLamp = iron.Scene.active.lamps.length > 0; + var hasLight = iron.Scene.active.lights.length > 0; #if rp_shadowmap { - if (hasLamp) { - Inc.drawShadowMap(iron.Scene.active.lamps[0]); + if (hasLight) { + Inc.drawShadowMap(iron.Scene.active.lights[0]); } } #end @@ -278,9 +278,9 @@ class RenderPathForward { } #if ((rp_gi == "Voxel GI") && (rp_voxelgi_relight)) - // Relight if lamp was moved - for (lamp in iron.Scene.active.lamps) { - if (lamp.transform.diff()) { relight = true; break; } + // Relight if light was moved + for (light in iron.Scene.active.lights) { + if (light.transform.diff()) { relight = true; break; } } #end @@ -327,7 +327,7 @@ class RenderPathForward { #if rp_shadowmap { - if (hasLamp) Inc.bindShadowMap(); + if (hasLight) Inc.bindShadowMap(); } #end @@ -359,11 +359,11 @@ class RenderPathForward { path.setTarget("bufvola"); path.bindTarget("_main", "gbufferD"); Inc.bindShadowMap(); - if (path.lampIsSun()) { + if (path.lightIsSun()) { path.drawShader("shader_datas/volumetric_light_quad/volumetric_light_quad"); } else { - path.drawLampVolume("shader_datas/volumetric_light/volumetric_light"); + path.drawLightVolume("shader_datas/volumetric_light/volumetric_light"); } path.setTarget("bufvolb"); diff --git a/Sources/armory/trait/internal/DebugConsole.hx b/Sources/armory/trait/internal/DebugConsole.hx index 94ee8b55..40da3c5a 100755 --- a/Sources/armory/trait/internal/DebugConsole.hx +++ b/Sources/armory/trait/internal/DebugConsole.hx @@ -277,10 +277,10 @@ class DebugConsole extends Trait { var p = iron.Scene.active.world.getGlobalProbe(); p.raw.strength = ui.slider(Id.handle({value: p.raw.strength}), "Env Strength", 0.0, 5.0, true); } - else if (Std.is(selectedObject, iron.object.LampObject)) { - selectedType = "(Lamp)"; - var lamp = cast(selectedObject, iron.object.LampObject); - lamp.data.raw.strength = ui.slider(Id.handle({value: lamp.data.raw.strength / 10}), "Strength", 0.0, 5.0, true) * 10; + else if (Std.is(selectedObject, iron.object.LightObject)) { + selectedType = "(Light)"; + var light = cast(selectedObject, iron.object.LightObject); + light.data.raw.strength = ui.slider(Id.handle({value: light.data.raw.strength / 10}), "Strength", 0.0, 5.0, true) * 10; } else if (Std.is(selectedObject, iron.object.CameraObject)) { selectedType = "(Camera)"; diff --git a/blender/arm/exporter.py b/blender/arm/exporter.py index c49a5b0f..eb345caf 100755 --- a/blender/arm/exporter.py +++ b/blender/arm/exporter.py @@ -38,7 +38,7 @@ AnimationTypeLinear = 1 AnimationTypeBezier = 2 ExportEpsilon = 1.0e-6 -structIdentifier = ["object", "bone_object", "mesh_object", "lamp_object", "camera_object", "speaker_object", "decal_object"] +structIdentifier = ["object", "bone_object", "mesh_object", "light_object", "camera_object", "speaker_object", "decal_object"] subtranslationName = ["xloc", "yloc", "zloc"] subrotationName = ["xrot", "yrot", "zrot"] @@ -1734,7 +1734,7 @@ class ArmoryExporter: if o['shadowmap_size'] > 1024: o['shadows_bias'] *= 1 / (o['shadowmap_size'] / 1024) # Less bias for bigger maps if (objtype == 'POINT' or objtype == 'SPOT') and objref.shadow_soft_size > 0.1: - o['lamp_size'] = objref.shadow_soft_size * 10 # Match to Cycles + o['light_size'] = objref.shadow_soft_size * 10 # Match to Cycles gapi = arm.utils.get_gapi() mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid' if objtype == 'POINT' and not mobile_mat: @@ -1775,7 +1775,7 @@ class ArmoryExporter: o['strength'] = 1000.0 * 0.026 o['type'] = 'point' - self.output['lamp_datas'].append(o) + self.output['light_datas'].append(o) def get_camera_clear_color(self): if self.scene.world == None: @@ -2142,7 +2142,7 @@ class ArmoryExporter: def export_objects(self, scene): if not ArmoryExporter.option_mesh_only: - self.output['lamp_datas'] = [] + self.output['light_datas'] = [] self.output['camera_datas'] = [] self.output['speaker_datas'] = [] for objectRef in self.lightArray.items(): diff --git a/blender/arm/make_renderpath.py b/blender/arm/make_renderpath.py index 491239a1..88f313a4 100755 --- a/blender/arm/make_renderpath.py +++ b/blender/arm/make_renderpath.py @@ -15,8 +15,8 @@ def add_world_defs(): if rpdat.arm_ssrs: wrd.world_defs += '_SSRS' - if rpdat.arm_two_sided_area_lamp: - wrd.world_defs += '_TwoSidedAreaLamp' + if rpdat.arm_two_sided_area_light: + wrd.world_defs += '_TwoSidedAreaLight' # Store contexts if rpdat.rp_hdr == False: @@ -26,16 +26,16 @@ def add_world_defs(): if rpdat.arm_diffuse_model == 'OrenNayar': wrd.world_defs += '_OrenNayar' - # TODO: Lamp texture test.. - if wrd.arm_lamp_texture != '': - wrd.world_defs += '_LampColTex' + # TODO: Light texture test.. + if wrd.arm_light_texture != '': + wrd.world_defs += '_LightColTex' - if wrd.arm_lamp_ies_texture != '': - wrd.world_defs += '_LampIES' + if wrd.arm_light_ies_texture != '': + wrd.world_defs += '_LightIES' assets.add_embedded_data('iestexture.png') - if wrd.arm_lamp_clouds_texture != '': - wrd.world_defs += '_LampClouds' + if wrd.arm_light_clouds_texture != '': + wrd.world_defs += '_LightClouds' assets.add_embedded_data('cloudstexture.png') if rpdat.rp_renderer == 'Deferred': @@ -114,10 +114,10 @@ def add_world_defs(): if arm.utils.get_legacy_shaders() and not state.is_viewport: wrd.world_defs += '_Legacy' - # Area lamps - lamps = bpy.data.lights if bpy.app.version >= (2, 80, 1) else bpy.data.lamps - for lamp in lamps: - if lamp.type == 'AREA': + # Area lights + lights = bpy.data.lights if bpy.app.version >= (2, 80, 1) else bpy.data.lamps + for light in lights: + if light.type == 'AREA': wrd.world_defs += '_LTC' assets.add_khafile_def('arm_ltc') break diff --git a/blender/arm/material/make_depth.py b/blender/arm/material/make_depth.py index 99ffff34..9cc1bc88 100644 --- a/blender/arm/material/make_depth.py +++ b/blender/arm/material/make_depth.py @@ -59,7 +59,7 @@ def make(context_id, rpasses, shadowmap=False): vert.write_attrib('vcolor = col;') vert.write('wposition += wnormal * disp * 0.1;') if shadowmap: - vert.add_uniform('mat4 LVP', '_lampViewProjectionMatrix') + vert.add_uniform('mat4 LVP', '_lightViewProjectionMatrix') vert.write('gl_Position = LVP * vec4(wposition, 1.0);') else: vert.add_uniform('mat4 VP', '_viewProjectionMatrix') @@ -104,7 +104,7 @@ def make(context_id, rpasses, shadowmap=False): tese.write_pre = False if shadowmap: - tese.add_uniform('mat4 LVP', '_lampViewProjectionMatrix') + tese.add_uniform('mat4 LVP', '_lightViewProjectionMatrix') tese.write('wposition += wnormal * disp * 0.1;') tese.write('gl_Position = LVP * vec4(wposition, 1.0);') else: @@ -117,11 +117,11 @@ def make(context_id, rpasses, shadowmap=False): billboard = mat_state.material.arm_billboard if shadowmap: if billboard == 'spherical': - vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrixSphere') + vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrixSphere') elif billboard == 'cylindrical': - vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrixCylinder') + vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrixCylinder') else: # off - vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrix') + vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrix') vert.write('gl_Position = LWVP * spos;') else: if billboard == 'spherical': diff --git a/blender/arm/material/make_mesh.py b/blender/arm/material/make_mesh.py index d8f5dc98..a2c94eaf 100644 --- a/blender/arm/material/make_mesh.py +++ b/blender/arm/material/make_mesh.py @@ -498,9 +498,9 @@ def make_forward_mobile(con_mesh): frag.add_include('std/math.glsl') frag.add_include('std/brdf.glsl') - frag.add_uniform('vec3 lightColor', '_lampColor') - frag.add_uniform('vec3 lightDir', '_lampDirection') - frag.add_uniform('vec3 lightPos', '_lampPosition') + frag.add_uniform('vec3 lightColor', '_lightColor') + frag.add_uniform('vec3 lightDir', '_lightDirection') + frag.add_uniform('vec3 lightPos', '_lightPosition') frag.add_uniform('float envmapStrength', link='_envmapStrength') is_shadows = not '_NoShadows' in wrd.world_defs @@ -509,14 +509,14 @@ def make_forward_mobile(con_mesh): frag.write('float dotNL = max(dot(n, lightDir), 0.0);') if is_shadows: - vert.add_out('vec4 lampPos') - vert.add_uniform('mat4 LWVP', '_biasLampWorldViewProjectionMatrix') - vert.write('lampPos = LWVP * spos;') + vert.add_out('vec4 lightPosition') + vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') + vert.write('lightPosition = LWVP * spos;') frag.add_include('std/shadows.glsl') frag.add_uniform('sampler2D shadowMap') - frag.add_uniform('float shadowsBias', '_lampShadowsBias') - frag.write(' if (lampPos.w > 0.0) {') - frag.write(' vec3 lPos = lampPos.xyz / lampPos.w;') + frag.add_uniform('float shadowsBias', '_lightShadowsBias') + frag.write(' if (lightPosition.w > 0.0) {') + frag.write(' vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write(' const float texelSize = 1.0 / shadowmapSize.x;') frag.write(' visibility = 0.0;') # TODO: CSM @@ -642,11 +642,11 @@ def make_forward_base(con_mesh, parse_opacity=False): frag.add_include('std/brdf.glsl') frag.add_include('std/math.glsl') - frag.add_uniform('vec3 lightColor', '_lampColor') - frag.add_uniform('vec3 lightDir', '_lampDirection') - frag.add_uniform('vec3 lightPos', '_lampPosition') - frag.add_uniform('int lightType', '_lampType') - frag.add_uniform('vec2 spotlightData', '_spotlampData') # cutoff, cutoff - exponent + frag.add_uniform('vec3 lightColor', '_lightColor') + frag.add_uniform('vec3 lightDir', '_lightDirection') + frag.add_uniform('vec3 lightPos', '_lightPosition') + frag.add_uniform('int lightType', '_lightType') + frag.add_uniform('vec2 spotlightData', '_spotlightData') # cutoff, cutoff - exponent frag.add_uniform('float envmapStrength', link='_envmapStrength') if '_Brdf' in wrd.world_defs: @@ -672,29 +672,29 @@ def make_forward_base(con_mesh, parse_opacity=False): if is_shadows: if tese != None: - tese.add_out('vec4 lampPos') - tese.add_uniform('mat4 LVP', '_biasLampViewProjectionMatrix') - tese.add_uniform('int lightShadow', '_lampCastShadow') - tese.write('if (lightShadow == 1) lampPos = LVP * vec4(wposition, 1.0);') + tese.add_out('vec4 lightPosition') + tese.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') + tese.add_uniform('int lightShadow', '_lightCastShadow') + tese.write('if (lightShadow == 1) lightPosition = LVP * vec4(wposition, 1.0);') else: if is_displacement: - vert.add_out('vec4 lampPos') - vert.add_uniform('mat4 LVP', '_biasLampViewProjectionMatrix') - vert.add_uniform('int lightShadow', '_lampCastShadow') - vert.write('if (lightShadow == 1) lampPos = LVP * vec4(wposition, 1.0);') + vert.add_out('vec4 lightPosition') + vert.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') + vert.add_uniform('int lightShadow', '_lightCastShadow') + vert.write('if (lightShadow == 1) lightPosition = LVP * vec4(wposition, 1.0);') else: - vert.add_out('vec4 lampPos') - vert.add_uniform('int lightShadow', '_lampCastShadow') - vert.add_uniform('mat4 LWVP', '_biasLampWorldViewProjectionMatrix') - vert.write('if (lightShadow == 1) lampPos = LWVP * spos;') + vert.add_out('vec4 lightPosition') + vert.add_uniform('int lightShadow', '_lightCastShadow') + vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') + vert.write('if (lightShadow == 1) lightPosition = LWVP * spos;') frag.add_include('std/shadows.glsl') frag.add_uniform('sampler2D shadowMap') frag.add_uniform('samplerCube shadowMapCube') frag.add_uniform('bool receiveShadow') - frag.add_uniform('float shadowsBias', '_lampShadowsBias') - frag.add_uniform('int lightShadow', '_lampCastShadow') - frag.add_uniform('vec2 lightProj', '_lampPlaneProj') + frag.add_uniform('float shadowsBias', '_lightShadowsBias') + frag.add_uniform('int lightShadow', '_lightCastShadow') + frag.add_uniform('vec2 lightProj', '_lightPlaneProj') frag.write('if (receiveShadow) {') frag.write(' if (lightShadow == 1) {') @@ -708,16 +708,16 @@ def make_forward_base(con_mesh, parse_opacity=False): frag.write(' int casi;') frag.write(' int casindex;') frag.write(' mat4 LWVP = getCascadeMat(distance(eye, wposition), casi, casindex);') - frag.write(' vec4 lampPos = LWVP * vec4(wposition, 1.0);') - frag.write(' lPos = lampPos.xyz / lampPos.w;') + frag.write(' vec4 lightPosition = LWVP * vec4(wposition, 1.0);') + frag.write(' lPos = lightPosition.xyz / lightPosition.w;') frag.write(' smSize = shadowmapSize * vec2(shadowmapCascades, 1.0);') frag.write('}') frag.write('else {') - frag.write(' lPos = lampPos.xyz / lampPos.w;') + frag.write(' lPos = lightPosition.xyz / lightPosition.w;') frag.write(' smSize = shadowmapSize;') frag.write('}') else: - frag.write(' vec3 lPos = lampPos.xyz / lampPos.w;') + frag.write(' vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write(' const vec2 smSize = shadowmapSize;') # frag.write('float bias = clamp(shadowsBias * 1.0 * tan(acos(clamp(dotNL, 0.0, 1.0))), 0.0, 0.01);') frag.write(' visibility *= PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);') @@ -751,19 +751,19 @@ def make_forward_base(con_mesh, parse_opacity=False): frag.add_include('std/ltc.glsl') frag.add_uniform('sampler2D sltcMat', link='_ltcMat') frag.add_uniform('sampler2D sltcMag', link='_ltcMag') - frag.add_uniform('vec3 lampArea0', link='_lampArea0') - frag.add_uniform('vec3 lampArea1', link='_lampArea1') - frag.add_uniform('vec3 lampArea2', link='_lampArea2') - frag.add_uniform('vec3 lampArea3', link='_lampArea3') + frag.add_uniform('vec3 lightArea0', link='_lightArea0') + frag.add_uniform('vec3 lightArea1', link='_lightArea1') + frag.add_uniform('vec3 lightArea2', link='_lightArea2') + frag.add_uniform('vec3 lightArea3', link='_lightArea3') frag.write('if (lightType == 3) {') frag.write(' float theta = acos(dotNV);') frag.write(' vec2 tuv = vec2(roughness, theta / (0.5 * PI));') frag.write(' tuv = tuv * LUT_SCALE + LUT_BIAS;') frag.write(' vec4 t = texture(sltcMat, tuv);') frag.write(' mat3 invM = mat3(vec3(1.0, 0.0, t.y), vec3(0.0, t.z, 0.0), vec3(t.w, 0.0, t.x));') - frag.write(' float ltcspec = ltcEvaluate(n, vVec, dotNV, wposition, invM, lampArea0, lampArea1, lampArea2, lampArea3);') + frag.write(' float ltcspec = ltcEvaluate(n, vVec, dotNV, wposition, invM, lightArea0, lightArea1, lightArea2, lightArea3);') frag.write(' ltcspec *= texture(sltcMag, tuv).a;') - frag.write(' float ltcdiff = ltcEvaluate(n, vVec, dotNV, wposition, mat3(1.0), lampArea0, lampArea1, lampArea2, lampArea3);') + frag.write(' float ltcdiff = ltcEvaluate(n, vVec, dotNV, wposition, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);') frag.write(' direct = albedo * ltcdiff + ltcspec * specular;') frag.write('}') frag.write('else {') diff --git a/blender/arm/material/make_particle.py b/blender/arm/material/make_particle.py index 4d0a4112..f3ff61c8 100644 --- a/blender/arm/material/make_particle.py +++ b/blender/arm/material/make_particle.py @@ -42,7 +42,7 @@ def write(vert, particle_info=None, shadowmap=False): vert.write('if (p_age < 0 || p_age > p_lifetime) {') vert.write(' spos.x = spos.y = spos.z = -99999;') if shadowmap: - vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrix') + vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrix') vert.write(' gl_Position = LWVP * spos;') else: vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix') diff --git a/blender/arm/material/make_rect.py b/blender/arm/material/make_rect.py index a3a06672..55f7fcbc 100644 --- a/blender/arm/material/make_rect.py +++ b/blender/arm/material/make_rect.py @@ -55,14 +55,14 @@ def make_rect(con_rect): frag.add_uniform('sampler2D ssaotex') frag.add_uniform('sampler2D shadowMap') frag.add_uniform('sampler2D shadowMapCube') - frag.add_uniform('mat4 LWVP', link='_biasLampWorldViewProjectionMatrix') + frag.add_uniform('mat4 LWVP', link='_biasLightWorldViewProjectionMatrix') frag.add_uniform('vec3 eye', link='_cameraPosition') frag.add_uniform('vec3 eyeLook', link='_cameraLook') - frag.add_uniform('vec3 lightPos', link='_lampPosition') - frag.add_uniform('vec3 lightColor', link='_lampColor') - frag.add_uniform('int lightShadow', link='_lampCastShadow') - frag.add_uniform('vec2 lightProj', link='_lampPlaneProj') - frag.add_uniform('float shadowsBias', link='_lampShadowsBias') + frag.add_uniform('vec3 lightPos', link='_lightPosition') + frag.add_uniform('vec3 lightColor', link='_lightColor') + frag.add_uniform('int lightShadow', link='_lightCastShadow') + frag.add_uniform('vec2 lightProj', link='_lightPlaneProj') + frag.add_uniform('float shadowsBias', link='_lightShadowsBias') # TODO: ifdef frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance', included=True) diff --git a/blender/arm/props.py b/blender/arm/props.py index 97d1b3ad..5cc3fbe7 100755 --- a/blender/arm/props.py +++ b/blender/arm/props.py @@ -334,7 +334,7 @@ def init_properties(): bpy.types.Scene.arm_export = BoolProperty(name="Export", description="Export scene data", default=True) # bpy.types.Scene.arm_gp_export = BoolProperty(name="Export GP", description="Export grease pencil data", default=True) bpy.types.Scene.arm_compress = BoolProperty(name="Compress", description="Pack data into zip file", default=False) - # For lamp + # For light if bpy.app.version >= (2, 80, 1): bpy.types.Light.arm_clip_start = FloatProperty(name="Clip Start", default=0.1) bpy.types.Light.arm_clip_end = FloatProperty(name="Clip End", default=50.0) @@ -345,9 +345,9 @@ def init_properties(): bpy.types.Lamp.arm_clip_end = FloatProperty(name="Clip End", default=50.0) bpy.types.Lamp.arm_fov = FloatProperty(name="Field of View", default=0.84) bpy.types.Lamp.arm_shadows_bias = FloatProperty(name="Bias", description="Depth offset to fight shadow acne", default=1.0) - bpy.types.World.arm_lamp_texture = StringProperty(name="Mask Texture", default="") - bpy.types.World.arm_lamp_ies_texture = StringProperty(name="IES Texture", default="") - bpy.types.World.arm_lamp_clouds_texture = StringProperty(name="Clouds Texture", default="") + bpy.types.World.arm_light_texture = StringProperty(name="Mask Texture", default="") + bpy.types.World.arm_light_ies_texture = StringProperty(name="IES Texture", default="") + bpy.types.World.arm_light_clouds_texture = StringProperty(name="Clouds Texture", default="") bpy.types.World.arm_rpcache_list = CollectionProperty(type=bpy.types.PropertyGroup) bpy.types.World.arm_scripts_list = CollectionProperty(type=bpy.types.PropertyGroup) diff --git a/blender/arm/props_renderpath.py b/blender/arm/props_renderpath.py index dd4944bb..73c8c2bb 100644 --- a/blender/arm/props_renderpath.py +++ b/blender/arm/props_renderpath.py @@ -484,7 +484,7 @@ class ArmRPListItem(bpy.types.PropertyGroup): items=[('On', 'On', 'On'), ('Off', 'Off', 'Off'), ('Auto', 'Auto', 'Auto')], - name="Soft Shadows", description="Soft shadows with variable penumbra (spot and non-cascaded sun lamp supported)", default='Off', update=assets.invalidate_shader_cache) + name="Soft Shadows", description="Soft shadows with variable penumbra (spot and non-cascaded sun light supported)", default='Off', update=assets.invalidate_shader_cache) arm_soft_shadows_penumbra = IntProperty(name="Penumbra", description="Variable penumbra scale", default=1, min=0, max=10, update=assets.invalidate_shader_cache) arm_soft_shadows_distance = FloatProperty(name="Distance", description="Variable penumbra distance", default=1.0, min=0, max=10, update=assets.invalidate_shader_cache) arm_ssrs = BoolProperty(name="SSRS", description="Screen-space ray-traced shadows", default=False, update=assets.invalidate_shader_cache) @@ -527,7 +527,7 @@ class ArmRPListItem(bpy.types.PropertyGroup): arm_ssr_half_res = BoolProperty(name="Half Res", description="Trace in half resolution", default=True, update=update_renderpath) rp_ssr_z_only = BoolProperty(name="Z Only", description="Trace in Z axis only", default=False, update=update_renderpath) rp_voxelgi_hdr = BoolProperty(name="HDR Voxels", description="Store voxels in RGBA64 instead of RGBA32", default=False, update=update_renderpath) - rp_voxelgi_relight = BoolProperty(name="Relight", description="Relight voxels when lamp is moved", default=True, update=update_renderpath) + rp_voxelgi_relight = BoolProperty(name="Relight", description="Relight voxels when light is moved", default=True, update=update_renderpath) arm_voxelgi_dimensions = FloatProperty(name="Dimensions", description="Voxelization bounds",default=16, update=assets.invalidate_shader_cache) arm_voxelgi_revoxelize = BoolProperty(name="Revoxelize", description="Revoxelize scene each frame", default=False, update=assets.invalidate_shader_cache) arm_voxelgi_temporal = BoolProperty(name="Temporal Filter", description="Use temporal filtering to stabilize voxels", default=False, update=assets.invalidate_shader_cache) @@ -642,7 +642,7 @@ class ArmRPListItem(bpy.types.PropertyGroup): name='Particles', description='Simulation method', default='GPU', update=assets.invalidate_shader_cache) # Material override flags arm_culling = BoolProperty(name="Culling", default=True) - arm_two_sided_area_lamp = BoolProperty(name="Two-Sided Area Lamps", description="Emit light from both faces of area lamp", default=False, update=assets.invalidate_shader_cache) + arm_two_sided_area_light = BoolProperty(name="Two-Sided Area Light", description="Emit light from both faces of area plane", default=False, update=assets.invalidate_shader_cache) class ArmRPList(bpy.types.UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): diff --git a/blender/arm/props_ui.py b/blender/arm/props_ui.py index 267a83c8..f1dd9791 100644 --- a/blender/arm/props_ui.py +++ b/blender/arm/props_ui.py @@ -159,9 +159,9 @@ class DataPropsPanel(bpy.types.Panel): col = row.column() col.prop(obj.data, 'arm_fov') col.prop(obj.data, 'arm_shadows_bias') - layout.prop(wrd, 'arm_lamp_texture') - layout.prop(wrd, 'arm_lamp_ies_texture') - layout.prop(wrd, 'arm_lamp_clouds_texture') + layout.prop(wrd, 'arm_light_texture') + layout.prop(wrd, 'arm_light_ies_texture') + layout.prop(wrd, 'arm_light_clouds_texture') elif obj.type == 'SPEAKER': layout.prop(obj.data, 'arm_play_on_start') layout.prop(obj.data, 'arm_loop') diff --git a/blender/arm/write_data.py b/blender/arm/write_data.py index ef23bc0e..0eaf39dc 100755 --- a/blender/arm/write_data.py +++ b/blender/arm/write_data.py @@ -337,11 +337,11 @@ class Main { iron.object.BoneAnimation.skinMaxBones = """ + str(rpdat.arm_skin_max_bones) + """;""") if rpdat.rp_shadowmap_cascades != '1': f.write(""" - iron.object.LampObject.cascadeCount = """ + str(rpdat.rp_shadowmap_cascades) + """; - iron.object.LampObject.cascadeSplitFactor = """ + str(rpdat.arm_shadowmap_split) + """;""") + iron.object.LightObject.cascadeCount = """ + str(rpdat.rp_shadowmap_cascades) + """; + iron.object.LightObject.cascadeSplitFactor = """ + str(rpdat.arm_shadowmap_split) + """;""") if rpdat.arm_shadowmap_bounds != 1.0: f.write(""" - iron.object.LampObject.cascadeBounds = """ + str(rpdat.arm_shadowmap_bounds) + """;""") + iron.object.LightObject.cascadeBounds = """ + str(rpdat.arm_shadowmap_bounds) + """;""") if is_publish and wrd.arm_loadscreen: asset_references = list(set(assets.assets)) loadscreen_class = 'armory.trait.internal.LoadingScreen' diff --git a/blender/data/lamp_data.blend b/blender/data/light_data.blend similarity index 100% rename from blender/data/lamp_data.blend rename to blender/data/light_data.blend