Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJeroen Bakker <j.bakker@atmind.nl>2019-08-27 09:42:50 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-08-27 09:56:56 +0300
commit66700196074ad168f3322f2766846a0a07f7a00f (patch)
treef3f90a971ad58a78c7618c18e9ac693974c7ee99 /source/blender/blenkernel/intern/studiolight.c
parentbc51250c1fbfe8309e42a4a0b6257e93939346a7 (diff)
Workbench: Specular Highlighting for MatCaps
With Blender 2.80 we introduced a more flexible matcap system. One change we did was to multiply the matcap with the base color that was shaded. As matcaps contains diffuse and specular lighting in a single texture this lead to rendering artifacts. Artists were complaining that everything looked to metalic. We now support a separate `diffuse` and `specular` pass for matcaps. `shaded_color = diffuse_light * base_color + specular_light` For matcaps to support this feature they need to be multilayer openexr files with 2 renderpasses (named `diffuse` and `specular`). In the future we can change this to first pass/second pass in stead of this naming convention. Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D5335
Diffstat (limited to 'source/blender/blenkernel/intern/studiolight.c')
-rw-r--r--source/blender/blenkernel/intern/studiolight.c300
1 files changed, 243 insertions, 57 deletions
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c
index 6e83f5d75e2..8466f9eaa98 100644
--- a/source/blender/blenkernel/intern/studiolight.c
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -46,13 +46,16 @@
#include "MEM_guardedalloc.h"
+#include "intern/openexr/openexr_multi.h"
+
/* Statics */
static ListBase studiolights;
static int last_studiolight_id = 0;
#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 96
#define STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT 32
#define STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT * 2)
-
+#define STUDIOLIGHT_PASSNAME_DIFFUSE "diffuse"
+#define STUDIOLIGHT_PASSNAME_SPECULAR "specular"
/*
* The method to calculate the irradiance buffers
* The irradiance buffer is only shown in the background when in LookDev.
@@ -152,6 +155,10 @@ static void studiolight_free(struct StudioLight *sl)
GPU_TEXTURE_SAFE_FREE(sl->equirect_irradiance_gputexture);
IMB_SAFE_FREE(sl->equirect_radiance_buffer);
IMB_SAFE_FREE(sl->equirect_irradiance_buffer);
+ GPU_TEXTURE_SAFE_FREE(sl->matcap_diffuse.gputexture);
+ GPU_TEXTURE_SAFE_FREE(sl->matcap_specular.gputexture);
+ IMB_SAFE_FREE(sl->matcap_diffuse.ibuf);
+ IMB_SAFE_FREE(sl->matcap_specular.ibuf);
MEM_SAFE_FREE(sl->path_irr_cache);
MEM_SAFE_FREE(sl->path_sh_cache);
MEM_SAFE_FREE(sl);
@@ -342,72 +349,232 @@ static void cube_face_uv_to_direction(float r_dir[3], float x, float y, int face
normalize_v3(r_dir);
}
+typedef struct MultilayerConvertContext {
+ int num_diffuse_channels;
+ float *diffuse_pass;
+ int num_specular_channels;
+ float *specular_pass;
+} MultilayerConvertContext;
+
+static void *studiolight_multilayer_addview(void *UNUSED(base), const char *UNUSED(view_name))
+{
+ return NULL;
+}
+static void *studiolight_multilayer_addlayer(void *base, const char *UNUSED(layer_name))
+{
+ return base;
+}
+
+/* Convert a multilayer pass to ImBuf channel 4 float buffer.
+ * NOTE: Parameter rect will become invalid. Do not use rect after calling this
+ * function */
+static float *studiolight_multilayer_convert_pass(ImBuf *ibuf,
+ float *rect,
+ const unsigned int channels)
+{
+ if (channels == 4) {
+ return rect;
+ }
+ else {
+ float *new_rect = MEM_callocN(sizeof(float[4]) * ibuf->x * ibuf->y, __func__);
+
+ IMB_buffer_float_from_float(new_rect,
+ rect,
+ channels,
+ IB_PROFILE_LINEAR_RGB,
+ IB_PROFILE_LINEAR_RGB,
+ false,
+ ibuf->x,
+ ibuf->y,
+ ibuf->x,
+ ibuf->x);
+
+ MEM_freeN(rect);
+ return new_rect;
+ }
+}
+
+static void studiolight_multilayer_addpass(void *base,
+ void *UNUSED(lay),
+ const char *pass_name,
+ float *rect,
+ int num_channels,
+ const char *UNUSED(chan_id),
+ const char *UNUSED(view_name))
+{
+ MultilayerConvertContext *ctx = base;
+ /* NOTE: This function must free pass pixels data if it is not used, this
+ * is how IMB_exr_multilayer_convert() is working. */
+ /* If we've found a first combined pass, skip all the rest ones. */
+ if (STREQ(pass_name, STUDIOLIGHT_PASSNAME_DIFFUSE)) {
+ ctx->diffuse_pass = rect;
+ ctx->num_diffuse_channels = num_channels;
+ }
+ else if (STREQ(pass_name, STUDIOLIGHT_PASSNAME_SPECULAR)) {
+ ctx->specular_pass = rect;
+ ctx->num_specular_channels = num_channels;
+ }
+ else {
+ MEM_freeN(rect);
+ }
+}
+
static void studiolight_load_equirect_image(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
- ImBuf *ibuf = NULL;
- ibuf = IMB_loadiffname(sl->path, 0, NULL);
- if (ibuf == NULL) {
- float *colbuf = MEM_mallocN(sizeof(float[4]), __func__);
- copy_v4_fl4(colbuf, 1.0f, 0.0f, 1.0f, 1.0f);
- ibuf = IMB_allocFromBuffer(NULL, colbuf, 1, 1);
+ ImBuf *ibuf = IMB_loadiffname(sl->path, IB_multilayer, NULL);
+ ImBuf *specular_ibuf = NULL;
+ ImBuf *diffuse_ibuf = NULL;
+ const bool failed = (ibuf == NULL);
+
+ if (ibuf) {
+ if (ibuf->ftype == IMB_FTYPE_OPENEXR && ibuf->userdata) {
+ /* the read file is a multilayered openexr file (userdata != NULL)
+ * This file is currently only supported for MATCAPS where
+ * the first found 'diffuse' pass will be used for diffuse lighting
+ * and the first found 'specular' pass will be used for specular lighting */
+ MultilayerConvertContext ctx = {};
+ IMB_exr_multilayer_convert(ibuf->userdata,
+ &ctx,
+ &studiolight_multilayer_addview,
+ &studiolight_multilayer_addlayer,
+ &studiolight_multilayer_addpass);
+
+ /* `ctx.diffuse_pass` and `ctx.specular_pass` can be freed inside
+ * `studiolight_multilayer_convert_pass` when conversion happens.
+ * When not converted we move the ownership of the buffer to the
+ * `converted_pass`. We only need to free `converted_pass` as it holds
+ * the unmodified allocation from the `ctx.*_pass` or the converted data.
+ */
+ if (ctx.diffuse_pass != NULL) {
+ float *converted_pass = studiolight_multilayer_convert_pass(
+ ibuf, ctx.diffuse_pass, ctx.num_diffuse_channels);
+ diffuse_ibuf = IMB_allocFromBuffer(
+ NULL, converted_pass, ibuf->x, ibuf->y, ctx.num_diffuse_channels);
+ MEM_freeN(converted_pass);
+ }
+
+ if (ctx.specular_pass != NULL) {
+ float *converted_pass = studiolight_multilayer_convert_pass(
+ ibuf, ctx.specular_pass, ctx.num_specular_channels);
+ specular_ibuf = IMB_allocFromBuffer(
+ NULL, converted_pass, ibuf->x, ibuf->y, ctx.num_specular_channels);
+ MEM_freeN(converted_pass);
+ }
+
+ IMB_exr_close(ibuf->userdata);
+ ibuf->userdata = NULL;
+ IMB_freeImBuf(ibuf);
+ ibuf = NULL;
+ }
+ else {
+ /* read file is an single layer openexr file or the read file isn't
+ * an openexr file */
+ IMB_float_from_rect(ibuf);
+ diffuse_ibuf = ibuf;
+ ibuf = NULL;
+ }
+ }
+
+ if (diffuse_ibuf == NULL) {
+ /* Create 1x1 diffuse buffer, in case image failed to load or if there was
+ * only a specular pass in the multilayer file or no passes were found. */
+ const float black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ const float magenta[4] = {1.0f, 0.0f, 1.0f, 1.0f};
+ diffuse_ibuf = IMB_allocFromBuffer(
+ NULL, (failed || (specular_ibuf == NULL)) ? magenta : black, 1, 1, 4);
+ }
+
+ if ((sl->flag & STUDIOLIGHT_TYPE_MATCAP)) {
+ sl->matcap_diffuse.ibuf = diffuse_ibuf;
+ sl->matcap_specular.ibuf = specular_ibuf;
+ if (specular_ibuf != NULL) {
+ sl->flag |= STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS;
+ }
+ }
+ else {
+ sl->equirect_radiance_buffer = diffuse_ibuf;
+ if (specular_ibuf != NULL) {
+ IMB_freeImBuf(specular_ibuf);
+ }
}
- IMB_float_from_rect(ibuf);
- sl->equirect_radiance_buffer = ibuf;
}
+
sl->flag |= STUDIOLIGHT_EXTERNAL_IMAGE_LOADED;
}
static void studiolight_create_equirect_radiance_gputexture(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
- char error[256];
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
ImBuf *ibuf = sl->equirect_radiance_buffer;
- if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) {
- float *gpu_matcap_3components = MEM_callocN(sizeof(float[3]) * ibuf->x * ibuf->y, __func__);
+ sl->equirect_radiance_gputexture = GPU_texture_create_2d(
+ ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, NULL);
+ GPUTexture *tex = sl->equirect_radiance_gputexture;
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, true);
+ GPU_texture_wrap_mode(tex, true);
+ GPU_texture_unbind(tex);
+ }
+ sl->flag |= STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE;
+}
- float(*offset4)[4] = (float(*)[4])ibuf->rect_float;
- float(*offset3)[3] = (float(*)[3])gpu_matcap_3components;
- for (int i = 0; i < ibuf->x * ibuf->y; i++, offset4++, offset3++) {
- copy_v3_v3(*offset3, *offset4);
- }
+static void studiolight_create_matcap_gputexture(StudioLightImage *sli)
+{
+ BLI_assert(sli->ibuf);
+ ImBuf *ibuf = sli->ibuf;
+ float *gpu_matcap_3components = MEM_callocN(sizeof(float[3]) * ibuf->x * ibuf->y, __func__);
+
+ float(*offset4)[4] = (float(*)[4])ibuf->rect_float;
+ float(*offset3)[3] = (float(*)[3])gpu_matcap_3components;
+ for (int i = 0; i < ibuf->x * ibuf->y; i++, offset4++, offset3++) {
+ copy_v3_v3(*offset3, *offset4);
+ }
+
+ sli->gputexture = GPU_texture_create_nD(ibuf->x,
+ ibuf->y,
+ 0,
+ 2,
+ gpu_matcap_3components,
+ GPU_R11F_G11F_B10F,
+ GPU_DATA_FLOAT,
+ 0,
+ false,
+ NULL);
+ MEM_SAFE_FREE(gpu_matcap_3components);
+}
- sl->equirect_radiance_gputexture = GPU_texture_create_nD(ibuf->x,
- ibuf->y,
- 0,
- 2,
- gpu_matcap_3components,
- GPU_R11F_G11F_B10F,
- GPU_DATA_FLOAT,
- 0,
- false,
- error);
-
- MEM_SAFE_FREE(gpu_matcap_3components);
+static void studiolight_create_matcap_diffuse_gputexture(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) {
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
+ studiolight_create_matcap_gputexture(&sl->matcap_diffuse);
}
- else {
- sl->equirect_radiance_gputexture = GPU_texture_create_2d(
- ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
- GPUTexture *tex = sl->equirect_radiance_gputexture;
- GPU_texture_bind(tex, 0);
- GPU_texture_filter_mode(tex, true);
- GPU_texture_wrap_mode(tex, true);
- GPU_texture_unbind(tex);
+ }
+ sl->flag |= STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE;
+}
+static void studiolight_create_matcap_specular_gputexture(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) {
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
+ if (sl->matcap_specular.ibuf) {
+ studiolight_create_matcap_gputexture(&sl->matcap_specular);
+ }
}
}
- sl->flag |= STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE;
+ sl->flag |= STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE;
}
static void studiolight_create_equirect_irradiance_gputexture(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
- char error[256];
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED);
ImBuf *ibuf = sl->equirect_irradiance_buffer;
sl->equirect_irradiance_gputexture = GPU_texture_create_2d(
- ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
+ ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, NULL);
GPUTexture *tex = sl->equirect_irradiance_gputexture;
GPU_texture_bind(tex, 0);
GPU_texture_filter_mode(tex, true);
@@ -457,32 +624,32 @@ static void studiolight_calculate_radiance_cubemap_buffers(StudioLight *sl)
/* front */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 0, 2, 1, 1, -1, 1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* back */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 0, 2, 1, 1, 1, -1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* left */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 2, 1, 0, 1, -1, 1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* right */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 2, 1, 0, -1, -1, -1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* top */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 0, 1, 2, -1, -1, 1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* bottom */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 0, 1, 2, 1, -1, -1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
#if 0
IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS],
@@ -603,7 +770,8 @@ static void studiolight_spherical_harmonics_calculate_coefficients(StudioLight *
/* Take monochrome SH as input */
static float studiolight_spherical_harmonics_lambda_get(float *sh, float max_laplacian)
{
- /* From Peter-Pike Sloan's Stupid SH Tricks http://www.ppsloan.org/publications/StupidSH36.pdf */
+ /* From Peter-Pike Sloan's Stupid SH Tricks http://www.ppsloan.org/publications/StupidSH36.pdf
+ */
float table_l[STUDIOLIGHT_SH_BANDS];
float table_b[STUDIOLIGHT_SH_BANDS];
@@ -720,7 +888,6 @@ BLI_INLINE void studiolight_spherical_harmonics_eval(StudioLight *sl,
}
return;
#else
-
/* L0 */
mul_v3_v3fl(color, sl->spherical_harmonics_coefs[0], 0.282095f);
# if STUDIOLIGHT_SH_BANDS > 1 /* L1 */
@@ -1045,7 +1212,8 @@ static void studiolight_calculate_irradiance_equirect_image(StudioLight *sl)
sl->equirect_irradiance_buffer = IMB_allocFromBuffer(NULL,
colbuf,
STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH,
- STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT);
+ STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT,
+ 4);
MEM_freeN(colbuf);
#ifdef STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE
@@ -1196,7 +1364,8 @@ static void studiolight_matcap_preview(uint *icon_buffer, StudioLight *sl, bool
{
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
- ImBuf *ibuf = sl->equirect_radiance_buffer;
+ ImBuf *diffuse_buffer = sl->matcap_diffuse.ibuf;
+ ImBuf *specular_buffer = sl->matcap_specular.ibuf;
ITER_PIXELS (uint, icon_buffer, 1, STUDIOLIGHT_ICON_SIZE, STUDIOLIGHT_ICON_SIZE) {
float dy = RESCALE_COORD(y);
@@ -1206,7 +1375,15 @@ static void studiolight_matcap_preview(uint *icon_buffer, StudioLight *sl, bool
}
float color[4];
- nearest_interpolation_color(ibuf, NULL, color, dx * ibuf->x - 1.0f, dy * ibuf->y - 1.0f);
+ float u = dx * diffuse_buffer->x - 1.0f;
+ float v = dy * diffuse_buffer->y - 1.0f;
+ nearest_interpolation_color(diffuse_buffer, NULL, color, u, v);
+
+ if (specular_buffer) {
+ float specular[4];
+ nearest_interpolation_color(specular_buffer, NULL, specular, u, v);
+ add_v3_v3(color, specular);
+ }
uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f);
@@ -1303,9 +1480,9 @@ void BKE_studiolight_default(SolidLight lights[4], float light_ambient[4])
void BKE_studiolight_init(void)
{
/* Add default studio light */
- StudioLight *sl = studiolight_create(STUDIOLIGHT_INTERNAL |
- STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED |
- STUDIOLIGHT_TYPE_STUDIO);
+ StudioLight *sl = studiolight_create(
+ STUDIOLIGHT_INTERNAL | STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED |
+ STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS);
BLI_strncpy(sl->name, "Default", FILE_MAXFILE);
BLI_addtail(&studiolights, sl);
@@ -1317,7 +1494,8 @@ void BKE_studiolight_init(void)
if (!BKE_appdir_app_is_portable_install()) {
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES,
STUDIOLIGHT_LIGHTS_FOLDER,
- STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_USER_DEFINED);
+ STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_USER_DEFINED |
+ STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES,
STUDIOLIGHT_WORLD_FOLDER,
STUDIOLIGHT_TYPE_WORLD | STUDIOLIGHT_USER_DEFINED);
@@ -1325,8 +1503,10 @@ void BKE_studiolight_init(void)
STUDIOLIGHT_MATCAP_FOLDER,
STUDIOLIGHT_TYPE_MATCAP | STUDIOLIGHT_USER_DEFINED);
}
- studiolight_add_files_from_datafolder(
- BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_LIGHTS_FOLDER, STUDIOLIGHT_TYPE_STUDIO);
+ studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES,
+ STUDIOLIGHT_LIGHTS_FOLDER,
+ STUDIOLIGHT_TYPE_STUDIO |
+ STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS);
studiolight_add_files_from_datafolder(
BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_TYPE_WORLD);
studiolight_add_files_from_datafolder(
@@ -1456,6 +1636,12 @@ void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
studiolight_calculate_irradiance_equirect_image(sl);
}
}
+ if ((flag & STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE)) {
+ studiolight_create_matcap_diffuse_gputexture(sl);
+ }
+ if ((flag & STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE)) {
+ studiolight_create_matcap_specular_gputexture(sl);
+ }
}
/*