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Dome light texture is ignored #1708

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gbottesi opened this issue Dec 8, 2021 · 4 comments
Closed

Dome light texture is ignored #1708

gbottesi opened this issue Dec 8, 2021 · 4 comments

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@gbottesi
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gbottesi commented Dec 8, 2021

Description of Issue

I am using Storm renderer with a HdxTaskController with a UsdImagingDelegate.
If I create a dome light and set it an environment texture, calling setDomeLightTextureFile, the parameter is simply ignored by task controller which always read the default value.

In taskController.cpp, the following code seems to be responsible:

if (light.IsDomeLight()) {
    _delegate.SetParameter(_lightIds[i], 
                        HdLightTokens->textureResource, 
                        _defaultDomeLightTextureResource);
    _delegate.SetParameter(
        _lightIds[i], HdLightTokens->textureFile,
        SdfAssetPath(
            HdxPackageDefaultDomeLightTexture(),
            HdxPackageDefaultDomeLightTexture()));
}

System Information (OS, Hardware)

Windows, OpenGL renderer

@jilliene
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jilliene commented Dec 8, 2021

Filed as internal issue #USD-7060

@florianhecht
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I've run into the same issue and fixed it in my clone of the repo. I had to fix two locations:

  1. In HdxTaskController::_SetParameters
  2. In HdxTaskController::_SetBuiltInLightingState

After fixing those two locations I ran into another issue. After the dome light has been created, changes to its transformation are ignored (unless the light is removed and then added back). I traced the bug to HdxTaskController::_SetBuiltInLightingState where in the loop over lights to check for updates the transformation is not extracted again and the transformation of the SPrim is not marked dirty.

https://github.com/PixarAnimationStudios/USD/blob/release/pxr/imaging/hdx/taskController.cpp#L794

I fixed it by inserting this at the top

_delegate.SetParameter(_lightIds[i], 
                       HdTokens->transform,
                       lights[i].GetTransform());

and then marking the transform dirty as well.

GetRenderIndex()->GetChangeTracker().MarkSprimDirty(
        _lightIds[i], HdLight::DirtyTransform | HdLight::DirtyParams);

I hope this helps fix two issues in one go.

Cheers, Florian

@spiffmon
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Hey Howdy Hey, @florianhecht ! We don't seem to have a CLA from Adobe yet, but if that can be surmounted, we'd love a PR of your work, here.

Happy Holidays!

@florianhecht
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Hi @spiffmon . I'll check with my folks on that, but nothing is most likely to happen before end of January, due to travels.

Have a great Holiday break.

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