diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/blenkernel/intern/studiolight.c | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/blenkernel/intern/studiolight.c')
-rw-r--r-- | source/blender/blenkernel/intern/studiolight.c | 2107 |
1 files changed, 1087 insertions, 1020 deletions
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c index 38975f9a227..7a95ec3055e 100644 --- a/source/blender/blenkernel/intern/studiolight.c +++ b/source/blender/blenkernel/intern/studiolight.c @@ -46,7 +46,6 @@ #include "MEM_guardedalloc.h" - /* Statics */ static ListBase studiolights; static int last_studiolight_id = 0; @@ -94,133 +93,141 @@ static const char *STUDIOLIGHT_MATCAP_DEFAULT = "basic_1.exr"; * texel_size[2] : UV size of a pixel in this texture. * pixel[] : pointer to the current pixel. */ -#define ITER_PIXELS(type, src, channels, width, height) \ -{ \ - float texel_size[2]; \ - texel_size[0] = 1.0f / width; \ - texel_size[1] = 1.0f / height; \ - type (*pixel_)[channels] = (type (*)[channels])src; \ - for (float y = 0.5 * texel_size[1]; y < 1.0; y += texel_size[1]) { \ - for (float x = 0.5 * texel_size[0]; x < 1.0; x += texel_size[0], pixel_++) { \ - type *pixel = *pixel_; - -#define ITER_PIXELS_END \ - } \ - } \ -} ((void)0) +#define ITER_PIXELS(type, src, channels, width, height) \ + { \ + float texel_size[2]; \ + texel_size[0] = 1.0f / width; \ + texel_size[1] = 1.0f / height; \ + type(*pixel_)[channels] = (type(*)[channels])src; \ + for (float y = 0.5 * texel_size[1]; y < 1.0; y += texel_size[1]) { \ + for (float x = 0.5 * texel_size[0]; x < 1.0; x += texel_size[0], pixel_++) { \ + type *pixel = *pixel_; + +#define ITER_PIXELS_END \ + } \ + } \ + } \ + ((void)0) /* FUNCTIONS */ -#define IMB_SAFE_FREE(p) do { \ -if (p) { \ - IMB_freeImBuf(p); \ - p = NULL; \ -} \ -} while (0) - -#define GPU_TEXTURE_SAFE_FREE(p) do { \ -if (p) { \ - GPU_texture_free(p); \ - p = NULL; \ -} \ -} while (0) +#define IMB_SAFE_FREE(p) \ + do { \ + if (p) { \ + IMB_freeImBuf(p); \ + p = NULL; \ + } \ + } while (0) + +#define GPU_TEXTURE_SAFE_FREE(p) \ + do { \ + if (p) { \ + GPU_texture_free(p); \ + p = NULL; \ + } \ + } while (0) static void studiolight_free(struct StudioLight *sl) { -#define STUDIOLIGHT_DELETE_ICON(s) { \ - if (s != 0) { \ - BKE_icon_delete(s); \ - s = 0; \ - } \ -} - if (sl->free_function) { - sl->free_function(sl, sl->free_function_data); - } - STUDIOLIGHT_DELETE_ICON(sl->icon_id_radiance); - STUDIOLIGHT_DELETE_ICON(sl->icon_id_irradiance); - STUDIOLIGHT_DELETE_ICON(sl->icon_id_matcap); - STUDIOLIGHT_DELETE_ICON(sl->icon_id_matcap_flipped); +#define STUDIOLIGHT_DELETE_ICON(s) \ + { \ + if (s != 0) { \ + BKE_icon_delete(s); \ + s = 0; \ + } \ + } + if (sl->free_function) { + sl->free_function(sl, sl->free_function_data); + } + STUDIOLIGHT_DELETE_ICON(sl->icon_id_radiance); + STUDIOLIGHT_DELETE_ICON(sl->icon_id_irradiance); + STUDIOLIGHT_DELETE_ICON(sl->icon_id_matcap); + STUDIOLIGHT_DELETE_ICON(sl->icon_id_matcap_flipped); #undef STUDIOLIGHT_DELETE_ICON - for (int index = 0; index < 6; index++) { - IMB_SAFE_FREE(sl->radiance_cubemap_buffers[index]); - } - GPU_TEXTURE_SAFE_FREE(sl->equirect_radiance_gputexture); - GPU_TEXTURE_SAFE_FREE(sl->equirect_irradiance_gputexture); - IMB_SAFE_FREE(sl->equirect_radiance_buffer); - IMB_SAFE_FREE(sl->equirect_irradiance_buffer); - MEM_SAFE_FREE(sl->path_irr_cache); - MEM_SAFE_FREE(sl->path_sh_cache); - MEM_SAFE_FREE(sl); + for (int index = 0; index < 6; index++) { + IMB_SAFE_FREE(sl->radiance_cubemap_buffers[index]); + } + GPU_TEXTURE_SAFE_FREE(sl->equirect_radiance_gputexture); + GPU_TEXTURE_SAFE_FREE(sl->equirect_irradiance_gputexture); + IMB_SAFE_FREE(sl->equirect_radiance_buffer); + IMB_SAFE_FREE(sl->equirect_irradiance_buffer); + MEM_SAFE_FREE(sl->path_irr_cache); + MEM_SAFE_FREE(sl->path_sh_cache); + MEM_SAFE_FREE(sl); } static struct StudioLight *studiolight_create(int flag) { - struct StudioLight *sl = MEM_callocN(sizeof(*sl), __func__); - sl->path[0] = 0x00; - sl->name[0] = 0x00; - sl->path_irr_cache = NULL; - sl->path_sh_cache = NULL; - sl->free_function = NULL; - sl->flag = flag; - sl->index = ++last_studiolight_id; - if (flag & STUDIOLIGHT_TYPE_STUDIO) { - sl->icon_id_irradiance = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE); - } - else if (flag & STUDIOLIGHT_TYPE_MATCAP) { - sl->icon_id_matcap = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_MATCAP); - sl->icon_id_matcap_flipped = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_MATCAP_FLIPPED); - } - else { - sl->icon_id_radiance = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_RADIANCE); - } - - for (int index = 0; index < 6; index++) { - sl->radiance_cubemap_buffers[index] = NULL; - } - - return sl; + struct StudioLight *sl = MEM_callocN(sizeof(*sl), __func__); + sl->path[0] = 0x00; + sl->name[0] = 0x00; + sl->path_irr_cache = NULL; + sl->path_sh_cache = NULL; + sl->free_function = NULL; + sl->flag = flag; + sl->index = ++last_studiolight_id; + if (flag & STUDIOLIGHT_TYPE_STUDIO) { + sl->icon_id_irradiance = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE); + } + else if (flag & STUDIOLIGHT_TYPE_MATCAP) { + sl->icon_id_matcap = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_MATCAP); + sl->icon_id_matcap_flipped = BKE_icon_ensure_studio_light( + sl, STUDIOLIGHT_ICON_ID_TYPE_MATCAP_FLIPPED); + } + else { + sl->icon_id_radiance = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_RADIANCE); + } + + for (int index = 0; index < 6; index++) { + sl->radiance_cubemap_buffers[index] = NULL; + } + + return sl; } #define STUDIOLIGHT_FILE_VERSION 1 -#define READ_VAL(type, parser, id, val, lines) do { \ - for (LinkNode *line = lines; line; line = line->next) { \ - char *val_str, *str = line->link; \ - if ((val_str = strstr(str, id " "))) { \ - val_str += sizeof(id); /* Skip id + spacer. */ \ - val = parser(val_str); \ - } \ - } \ -} while (0) +#define READ_VAL(type, parser, id, val, lines) \ + do { \ + for (LinkNode *line = lines; line; line = line->next) { \ + char *val_str, *str = line->link; \ + if ((val_str = strstr(str, id " "))) { \ + val_str += sizeof(id); /* Skip id + spacer. */ \ + val = parser(val_str); \ + } \ + } \ + } while (0) #define READ_FVAL(id, val, lines) READ_VAL(float, atof, id, val, lines) #define READ_IVAL(id, val, lines) READ_VAL(int, atoi, id, val, lines) -#define READ_VEC3(id, val, lines) do { \ - READ_FVAL(id ".x", val[0], lines); \ - READ_FVAL(id ".y", val[1], lines); \ - READ_FVAL(id ".z", val[2], lines); \ -} while (0) - -#define READ_SOLIDLIGHT(sl, i, lines) do { \ - READ_IVAL("light[" STRINGIFY(i) "].flag", sl[i].flag, lines); \ - READ_FVAL("light[" STRINGIFY(i) "].smooth", sl[i].smooth, lines); \ - READ_VEC3("light[" STRINGIFY(i) "].col", sl[i].col, lines); \ - READ_VEC3("light[" STRINGIFY(i) "].spec", sl[i].spec, lines); \ - READ_VEC3("light[" STRINGIFY(i) "].vec", sl[i].vec, lines); \ -} while (0) +#define READ_VEC3(id, val, lines) \ + do { \ + READ_FVAL(id ".x", val[0], lines); \ + READ_FVAL(id ".y", val[1], lines); \ + READ_FVAL(id ".z", val[2], lines); \ + } while (0) + +#define READ_SOLIDLIGHT(sl, i, lines) \ + do { \ + READ_IVAL("light[" STRINGIFY(i) "].flag", sl[i].flag, lines); \ + READ_FVAL("light[" STRINGIFY(i) "].smooth", sl[i].smooth, lines); \ + READ_VEC3("light[" STRINGIFY(i) "].col", sl[i].col, lines); \ + READ_VEC3("light[" STRINGIFY(i) "].spec", sl[i].spec, lines); \ + READ_VEC3("light[" STRINGIFY(i) "].vec", sl[i].vec, lines); \ + } while (0) static void studiolight_load_solid_light(StudioLight *sl) { - LinkNode *lines = BLI_file_read_as_lines(sl->path); - if (lines) { - READ_VEC3("light_ambient", sl->light_ambient, lines); - READ_SOLIDLIGHT(sl->light, 0, lines); - READ_SOLIDLIGHT(sl->light, 1, lines); - READ_SOLIDLIGHT(sl->light, 2, lines); - READ_SOLIDLIGHT(sl->light, 3, lines); - } - BLI_file_free_lines(lines); + LinkNode *lines = BLI_file_read_as_lines(sl->path); + if (lines) { + READ_VEC3("light_ambient", sl->light_ambient, lines); + READ_SOLIDLIGHT(sl->light, 0, lines); + READ_SOLIDLIGHT(sl->light, 1, lines); + READ_SOLIDLIGHT(sl->light, 2, lines); + READ_SOLIDLIGHT(sl->light, 3, lines); + } + BLI_file_free_lines(lines); } #undef READ_SOLIDLIGHT @@ -231,42 +238,44 @@ static void studiolight_load_solid_light(StudioLight *sl) #define WRITE_FVAL(str, id, val) (BLI_dynstr_appendf(str, id " %f\n", val)) #define WRITE_IVAL(str, id, val) (BLI_dynstr_appendf(str, id " %d\n", val)) -#define WRITE_VEC3(str, id, val) do { \ - WRITE_FVAL(str, id ".x", val[0]); \ - WRITE_FVAL(str, id ".y", val[1]); \ - WRITE_FVAL(str, id ".z", val[2]); \ -} while (0) - -#define WRITE_SOLIDLIGHT(str, sl, i) do { \ - WRITE_IVAL(str, "light[" STRINGIFY(i) "].flag", sl[i].flag); \ - WRITE_FVAL(str, "light[" STRINGIFY(i) "].smooth", sl[i].smooth); \ - WRITE_VEC3(str, "light[" STRINGIFY(i) "].col", sl[i].col); \ - WRITE_VEC3(str, "light[" STRINGIFY(i) "].spec", sl[i].spec); \ - WRITE_VEC3(str, "light[" STRINGIFY(i) "].vec", sl[i].vec); \ -} while (0) +#define WRITE_VEC3(str, id, val) \ + do { \ + WRITE_FVAL(str, id ".x", val[0]); \ + WRITE_FVAL(str, id ".y", val[1]); \ + WRITE_FVAL(str, id ".z", val[2]); \ + } while (0) + +#define WRITE_SOLIDLIGHT(str, sl, i) \ + do { \ + WRITE_IVAL(str, "light[" STRINGIFY(i) "].flag", sl[i].flag); \ + WRITE_FVAL(str, "light[" STRINGIFY(i) "].smooth", sl[i].smooth); \ + WRITE_VEC3(str, "light[" STRINGIFY(i) "].col", sl[i].col); \ + WRITE_VEC3(str, "light[" STRINGIFY(i) "].spec", sl[i].spec); \ + WRITE_VEC3(str, "light[" STRINGIFY(i) "].vec", sl[i].vec); \ + } while (0) static void studiolight_write_solid_light(StudioLight *sl) { - FILE *fp = BLI_fopen(sl->path, "wb"); - if (fp) { - DynStr *str = BLI_dynstr_new(); - - /* Very dumb ascii format. One value per line separated by a space. */ - WRITE_IVAL(str, "version", STUDIOLIGHT_FILE_VERSION); - WRITE_VEC3(str, "light_ambient", sl->light_ambient); - WRITE_SOLIDLIGHT(str, sl->light, 0); - WRITE_SOLIDLIGHT(str, sl->light, 1); - WRITE_SOLIDLIGHT(str, sl->light, 2); - WRITE_SOLIDLIGHT(str, sl->light, 3); - - char *cstr = BLI_dynstr_get_cstring(str); - - fwrite(cstr, BLI_dynstr_get_len(str), 1, fp); - fclose(fp); - - MEM_freeN(cstr); - BLI_dynstr_free(str); - } + FILE *fp = BLI_fopen(sl->path, "wb"); + if (fp) { + DynStr *str = BLI_dynstr_new(); + + /* Very dumb ascii format. One value per line separated by a space. */ + WRITE_IVAL(str, "version", STUDIOLIGHT_FILE_VERSION); + WRITE_VEC3(str, "light_ambient", sl->light_ambient); + WRITE_SOLIDLIGHT(str, sl->light, 0); + WRITE_SOLIDLIGHT(str, sl->light, 1); + WRITE_SOLIDLIGHT(str, sl->light, 2); + WRITE_SOLIDLIGHT(str, sl->light, 3); + + char *cstr = BLI_dynstr_get_cstring(str); + + fwrite(cstr, BLI_dynstr_get_len(str), 1, fp); + fclose(fp); + + MEM_freeN(cstr); + BLI_dynstr_free(str); + } } #undef WRITE_SOLIDLIGHT @@ -276,203 +285,217 @@ static void studiolight_write_solid_light(StudioLight *sl) static void direction_to_equirect(float r[2], const float dir[3]) { - r[0] = (atan2f(dir[1], dir[0]) - M_PI) / -(M_PI * 2); - r[1] = (acosf(dir[2] / 1.0) - M_PI) / -M_PI; + r[0] = (atan2f(dir[1], dir[0]) - M_PI) / -(M_PI * 2); + r[1] = (acosf(dir[2] / 1.0) - M_PI) / -M_PI; } static void equirect_to_direction(float r[3], float u, float v) { - float phi = (-(M_PI * 2)) * u + M_PI; - float theta = -M_PI * v + M_PI; - float sin_theta = sinf(theta); - r[0] = sin_theta * cosf(phi); - r[1] = sin_theta * sinf(phi); - r[2] = cosf(theta); + float phi = (-(M_PI * 2)) * u + M_PI; + float theta = -M_PI * v + M_PI; + float sin_theta = sinf(theta); + r[0] = sin_theta * cosf(phi); + r[1] = sin_theta * sinf(phi); + r[2] = cosf(theta); } -static void UNUSED_FUNCTION(direction_to_cube_face_uv)(float r_uv[2], int *r_face, const float dir[3]) +static void UNUSED_FUNCTION(direction_to_cube_face_uv)(float r_uv[2], + int *r_face, + const float dir[3]) { - if (fabsf(dir[0]) > fabsf(dir[1]) && fabsf(dir[0]) > fabsf(dir[2])) { - bool is_pos = (dir[0] > 0.0f); - *r_face = is_pos ? STUDIOLIGHT_X_POS : STUDIOLIGHT_X_NEG; - r_uv[0] = dir[2] / fabsf(dir[0]) * (is_pos ? 1 : -1); - r_uv[1] = dir[1] / fabsf(dir[0]) * (is_pos ? -1 : -1); - } - else if (fabsf(dir[1]) > fabsf(dir[0]) && fabsf(dir[1]) > fabsf(dir[2])) { - bool is_pos = (dir[1] > 0.0f); - *r_face = is_pos ? STUDIOLIGHT_Y_POS : STUDIOLIGHT_Y_NEG; - r_uv[0] = dir[0] / fabsf(dir[1]) * (is_pos ? 1 : 1); - r_uv[1] = dir[2] / fabsf(dir[1]) * (is_pos ? -1 : 1); - } - else { - bool is_pos = (dir[2] > 0.0f); - *r_face = is_pos ? STUDIOLIGHT_Z_NEG : STUDIOLIGHT_Z_POS; - r_uv[0] = dir[0] / fabsf(dir[2]) * (is_pos ? -1 : 1); - r_uv[1] = dir[1] / fabsf(dir[2]) * (is_pos ? -1 : -1); - } - r_uv[0] = r_uv[0] * 0.5f + 0.5f; - r_uv[1] = r_uv[1] * 0.5f + 0.5f; + if (fabsf(dir[0]) > fabsf(dir[1]) && fabsf(dir[0]) > fabsf(dir[2])) { + bool is_pos = (dir[0] > 0.0f); + *r_face = is_pos ? STUDIOLIGHT_X_POS : STUDIOLIGHT_X_NEG; + r_uv[0] = dir[2] / fabsf(dir[0]) * (is_pos ? 1 : -1); + r_uv[1] = dir[1] / fabsf(dir[0]) * (is_pos ? -1 : -1); + } + else if (fabsf(dir[1]) > fabsf(dir[0]) && fabsf(dir[1]) > fabsf(dir[2])) { + bool is_pos = (dir[1] > 0.0f); + *r_face = is_pos ? STUDIOLIGHT_Y_POS : STUDIOLIGHT_Y_NEG; + r_uv[0] = dir[0] / fabsf(dir[1]) * (is_pos ? 1 : 1); + r_uv[1] = dir[2] / fabsf(dir[1]) * (is_pos ? -1 : 1); + } + else { + bool is_pos = (dir[2] > 0.0f); + *r_face = is_pos ? STUDIOLIGHT_Z_NEG : STUDIOLIGHT_Z_POS; + r_uv[0] = dir[0] / fabsf(dir[2]) * (is_pos ? -1 : 1); + r_uv[1] = dir[1] / fabsf(dir[2]) * (is_pos ? -1 : -1); + } + r_uv[0] = r_uv[0] * 0.5f + 0.5f; + r_uv[1] = r_uv[1] * 0.5f + 0.5f; } static void cube_face_uv_to_direction(float r_dir[3], float x, float y, int face) { - const float conversion_matrices[6][3][3] = { - {{ 0.0f, 0.0f, 1.0f}, {0.0f, -1.0f, 0.0f}, { 1.0f, 0.0f, 0.0f}}, - {{ 0.0f, 0.0f, -1.0f}, {0.0f, -1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - {{ 1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, { 0.0f, 1.0f, 0.0f}}, - {{ 1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, { 0.0f, -1.0f, 0.0f}}, - {{ 1.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}}, - {{-1.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}}, - }; - - copy_v3_fl3(r_dir, x * 2.0f - 1.0f, y * 2.0f - 1.0f, 1.0f); - mul_m3_v3(conversion_matrices[face], r_dir); - normalize_v3(r_dir); + const float conversion_matrices[6][3][3] = { + {{0.0f, 0.0f, 1.0f}, {0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, + {{0.0f, 0.0f, -1.0f}, {0.0f, -1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, + {{1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 1.0f, 0.0f}}, + {{1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, -1.0f, 0.0f}}, + {{1.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}}, + {{-1.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}, + }; + + copy_v3_fl3(r_dir, x * 2.0f - 1.0f, y * 2.0f - 1.0f, 1.0f); + mul_m3_v3(conversion_matrices[face], r_dir); + normalize_v3(r_dir); } 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); - } - IMB_float_from_rect(ibuf); - sl->equirect_radiance_buffer = ibuf; - } - sl->flag |= STUDIOLIGHT_EXTERNAL_IMAGE_LOADED; + 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); + } + 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__); - - 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); - } - - 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); - } - 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_EQUIRECT_RADIANCE_GPUTEXTURE; + 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__); + + 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); + } + + 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); + } + 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_EQUIRECT_RADIANCE_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); - GPUTexture *tex = sl->equirect_irradiance_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_IRRADIANCE_GPUTEXTURE; + 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); + GPUTexture *tex = sl->equirect_irradiance_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_IRRADIANCE_GPUTEXTURE; } static void studiolight_calculate_radiance(ImBuf *ibuf, float color[4], const float direction[3]) { - float uv[2]; - direction_to_equirect(uv, direction); - nearest_interpolation_color_wrap(ibuf, NULL, color, uv[0] * ibuf->x, uv[1] * ibuf->y); + float uv[2]; + direction_to_equirect(uv, direction); + nearest_interpolation_color_wrap(ibuf, NULL, color, uv[0] * ibuf->x, uv[1] * ibuf->y); } -static void studiolight_calculate_radiance_buffer( - ImBuf *ibuf, float *colbuf, - const int index_x, const int index_y, const int index_z, - const float xsign, const float ysign, const float zsign) +static void studiolight_calculate_radiance_buffer(ImBuf *ibuf, + float *colbuf, + const int index_x, + const int index_y, + const int index_z, + const float xsign, + const float ysign, + const float zsign) { - ITER_PIXELS(float, colbuf, 4, - STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, - STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - { - float direction[3]; - direction[index_x] = xsign * (x - 0.5f); - direction[index_y] = ysign * (y - 0.5f); - direction[index_z] = zsign * 0.5f; - normalize_v3(direction); - studiolight_calculate_radiance(ibuf, pixel, direction); - } - ITER_PIXELS_END; + ITER_PIXELS( + float, colbuf, 4, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) + { + float direction[3]; + direction[index_x] = xsign * (x - 0.5f); + direction[index_y] = ysign * (y - 0.5f); + direction[index_z] = zsign * 0.5f; + normalize_v3(direction); + studiolight_calculate_radiance(ibuf, pixel, direction); + } + ITER_PIXELS_END; } static void studiolight_calculate_radiance_cubemap_buffers(StudioLight *sl) { - if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); - ImBuf *ibuf = sl->equirect_radiance_buffer; - if (ibuf) { - float *colbuf = MEM_mallocN(SQUARE(STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) * sizeof(float[4]), __func__); - - /* 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); - - /* 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); - - /* 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); - - /* 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); - - /* 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); - - /* 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); + if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); + ImBuf *ibuf = sl->equirect_radiance_buffer; + if (ibuf) { + float *colbuf = MEM_mallocN(SQUARE(STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) * sizeof(float[4]), + __func__); + + /* 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); + + /* 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); + + /* 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); + + /* 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); + + /* 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); + + /* 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); #if 0 - IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], "/tmp/studiolight_radiance_left.png", IB_rectfloat); - IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], "/tmp/studiolight_radiance_right.png", IB_rectfloat); - IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], "/tmp/studiolight_radiance_front.png", IB_rectfloat); - IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], "/tmp/studiolight_radiance_back.png", IB_rectfloat); - IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], "/tmp/studiolight_radiance_bottom.png", IB_rectfloat); - IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], "/tmp/studiolight_radiance_top.png", IB_rectfloat); + IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], "/tmp/studiolight_radiance_left.png", IB_rectfloat); + IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], "/tmp/studiolight_radiance_right.png", IB_rectfloat); + IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], "/tmp/studiolight_radiance_front.png", IB_rectfloat); + IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], "/tmp/studiolight_radiance_back.png", IB_rectfloat); + IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], "/tmp/studiolight_radiance_bottom.png", IB_rectfloat); + IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], "/tmp/studiolight_radiance_top.png", IB_rectfloat); #endif - MEM_freeN(colbuf); - } - } - sl->flag |= STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED; + MEM_freeN(colbuf); + } + } + sl->flag |= STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED; } /* @@ -480,236 +503,262 @@ static void studiolight_calculate_radiance_cubemap_buffers(StudioLight *sl) */ BLI_INLINE float area_element(float x, float y) { - return atan2(x * y, sqrtf(x * x + y * y + 1)); + return atan2(x * y, sqrtf(x * x + y * y + 1)); } BLI_INLINE float texel_solid_angle(float x, float y, float halfpix) { - float v1x = (x - halfpix) * 2.0f - 1.0f; - float v1y = (y - halfpix) * 2.0f - 1.0f; - float v2x = (x + halfpix) * 2.0f - 1.0f; - float v2y = (y + halfpix) * 2.0f - 1.0f; + float v1x = (x - halfpix) * 2.0f - 1.0f; + float v1y = (y - halfpix) * 2.0f - 1.0f; + float v2x = (x + halfpix) * 2.0f - 1.0f; + float v2y = (y + halfpix) * 2.0f - 1.0f; - return area_element(v1x, v1y) - area_element(v1x, v2y) - area_element(v2x, v1y) + area_element(v2x, v2y); + return area_element(v1x, v1y) - area_element(v1x, v2y) - area_element(v2x, v1y) + + area_element(v2x, v2y); } -static void studiolight_calculate_cubemap_vector_weight(float normal[3], float *weight, int face, float x, float y) +static void studiolight_calculate_cubemap_vector_weight( + float normal[3], float *weight, int face, float x, float y) { - const float halfpix = 0.5f / STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; - cube_face_uv_to_direction(normal, x, y, face); - *weight = texel_solid_angle(x, y, halfpix); + const float halfpix = 0.5f / STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; + cube_face_uv_to_direction(normal, x, y, face); + *weight = texel_solid_angle(x, y, halfpix); } static void studiolight_spherical_harmonics_calculate_coefficients(StudioLight *sl, float (*sh)[3]) { - float weight_accum = 0.0f; - memset(sh, 0, sizeof(float) * 3 * STUDIOLIGHT_SH_COEFS_LEN); - - for (int face = 0; face < 6; face++) { - ITER_PIXELS(float, sl->radiance_cubemap_buffers[face]->rect_float, 4, - STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, - STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - { - float color[3], cubevec[3], weight; - studiolight_calculate_cubemap_vector_weight(cubevec, &weight, face, x, y); - mul_v3_v3fl(color, pixel, weight); - weight_accum += weight; - - int i = 0; - /* L0 */ - madd_v3_v3fl(sh[i++], color, 0.2822095f); + float weight_accum = 0.0f; + memset(sh, 0, sizeof(float) * 3 * STUDIOLIGHT_SH_COEFS_LEN); + + for (int face = 0; face < 6; face++) { + ITER_PIXELS(float, + sl->radiance_cubemap_buffers[face]->rect_float, + 4, + STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, + STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) + { + float color[3], cubevec[3], weight; + studiolight_calculate_cubemap_vector_weight(cubevec, &weight, face, x, y); + mul_v3_v3fl(color, pixel, weight); + weight_accum += weight; + + int i = 0; + /* L0 */ + madd_v3_v3fl(sh[i++], color, 0.2822095f); #if STUDIOLIGHT_SH_BANDS > 1 /* L1 */ - const float nx = cubevec[0]; - const float ny = cubevec[1]; - const float nz = cubevec[2]; - madd_v3_v3fl(sh[i++], color, -0.488603f * nz); - madd_v3_v3fl(sh[i++], color, 0.488603f * ny); - madd_v3_v3fl(sh[i++], color, -0.488603f * nx); + const float nx = cubevec[0]; + const float ny = cubevec[1]; + const float nz = cubevec[2]; + madd_v3_v3fl(sh[i++], color, -0.488603f * nz); + madd_v3_v3fl(sh[i++], color, 0.488603f * ny); + madd_v3_v3fl(sh[i++], color, -0.488603f * nx); #endif #if STUDIOLIGHT_SH_BANDS > 2 /* L2 */ - const float nx2 = SQUARE(nx); - const float ny2 = SQUARE(ny); - const float nz2 = SQUARE(nz); - madd_v3_v3fl(sh[i++], color, 1.092548f * nx * nz); - madd_v3_v3fl(sh[i++], color, -1.092548f * nz * ny); - madd_v3_v3fl(sh[i++], color, 0.315392f * (3.0f * ny2 - 1.0f)); - madd_v3_v3fl(sh[i++], color, 1.092548f * nx * ny); - madd_v3_v3fl(sh[i++], color, 0.546274f * (nx2 - nz2)); + const float nx2 = SQUARE(nx); + const float ny2 = SQUARE(ny); + const float nz2 = SQUARE(nz); + madd_v3_v3fl(sh[i++], color, 1.092548f * nx * nz); + madd_v3_v3fl(sh[i++], color, -1.092548f * nz * ny); + madd_v3_v3fl(sh[i++], color, 0.315392f * (3.0f * ny2 - 1.0f)); + madd_v3_v3fl(sh[i++], color, 1.092548f * nx * ny); + madd_v3_v3fl(sh[i++], color, 0.546274f * (nx2 - nz2)); #endif - /* Bypass L3 Because final irradiance does not need it. */ + /* Bypass L3 Because final irradiance does not need it. */ #if STUDIOLIGHT_SH_BANDS > 4 /* L4 */ - const float nx4 = SQUARE(nx2); - const float ny4 = SQUARE(ny2); - const float nz4 = SQUARE(nz2); - madd_v3_v3fl(sh[i++], color, 2.5033429417967046f * nx * nz * (nx2 - nz2)); - madd_v3_v3fl(sh[i++], color, -1.7701307697799304f * nz * ny * (3.0f * nx2 - nz2)); - madd_v3_v3fl(sh[i++], color, 0.9461746957575601f * nz * nx * (-1.0f + 7.0f * ny2)); - madd_v3_v3fl(sh[i++], color, -0.6690465435572892f * nz * ny * (-3.0f + 7.0f * ny2)); - madd_v3_v3fl(sh[i++], color, (105.0f * ny4 - 90.0f * ny2 + 9.0f) / 28.359261614f); - madd_v3_v3fl(sh[i++], color, -0.6690465435572892f * nx * ny * (-3.0f + 7.0f * ny2)); - madd_v3_v3fl(sh[i++], color, 0.9461746957575601f * (nx2 - nz2) * (-1.0f + 7.0f * ny2)); - madd_v3_v3fl(sh[i++], color, -1.7701307697799304f * nx * ny * (nx2 - 3.0f * nz2)); - madd_v3_v3fl(sh[i++], color, 0.6258357354491761f * (nx4 - 6.0f * nz2 * nx2 + nz4)); + const float nx4 = SQUARE(nx2); + const float ny4 = SQUARE(ny2); + const float nz4 = SQUARE(nz2); + madd_v3_v3fl(sh[i++], color, 2.5033429417967046f * nx * nz * (nx2 - nz2)); + madd_v3_v3fl(sh[i++], color, -1.7701307697799304f * nz * ny * (3.0f * nx2 - nz2)); + madd_v3_v3fl(sh[i++], color, 0.9461746957575601f * nz * nx * (-1.0f + 7.0f * ny2)); + madd_v3_v3fl(sh[i++], color, -0.6690465435572892f * nz * ny * (-3.0f + 7.0f * ny2)); + madd_v3_v3fl(sh[i++], color, (105.0f * ny4 - 90.0f * ny2 + 9.0f) / 28.359261614f); + madd_v3_v3fl(sh[i++], color, -0.6690465435572892f * nx * ny * (-3.0f + 7.0f * ny2)); + madd_v3_v3fl(sh[i++], color, 0.9461746957575601f * (nx2 - nz2) * (-1.0f + 7.0f * ny2)); + madd_v3_v3fl(sh[i++], color, -1.7701307697799304f * nx * ny * (nx2 - 3.0f * nz2)); + madd_v3_v3fl(sh[i++], color, 0.6258357354491761f * (nx4 - 6.0f * nz2 * nx2 + nz4)); #endif - } - ITER_PIXELS_END; - } - - /* The sum of solid angle should be equal to the solid angle of the sphere (4 PI), - * so normalize in order to make our weightAccum exactly match 4 PI. */ - for (int i = 0; i < STUDIOLIGHT_SH_COEFS_LEN; ++i) { - mul_v3_fl(sh[i], M_PI * 4.0f / weight_accum); - } + } + ITER_PIXELS_END; + } + + /* The sum of solid angle should be equal to the solid angle of the sphere (4 PI), + * so normalize in order to make our weightAccum exactly match 4 PI. */ + for (int i = 0; i < STUDIOLIGHT_SH_COEFS_LEN; ++i) { + mul_v3_fl(sh[i], M_PI * 4.0f / weight_accum); + } } /* 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 */ - float table_l[STUDIOLIGHT_SH_BANDS]; - float table_b[STUDIOLIGHT_SH_BANDS]; - - float lambda = 0.0f; - - table_l[0] = 0.0f; - table_b[0] = 0.0f; - int index = 1; - for (int level = 1; level < STUDIOLIGHT_SH_BANDS; level++) { - table_l[level] = (float)(SQUARE(level) * SQUARE(level + 1)); - - float b = 0.0f; - for (int m = -1; m <= level; m++) { - b += SQUARE(sh[index++]); - } - table_b[level] = b; - } - - float squared_lamplacian = 0.0f; - for (int level = 1; level < STUDIOLIGHT_SH_BANDS; level++) { - squared_lamplacian += table_l[level] * table_b[level]; - } - - const float target_squared_laplacian = max_laplacian * max_laplacian; - if (squared_lamplacian <= target_squared_laplacian) { - return lambda; - } - - const int no_iterations = 10000000; - for (int i = 0; i < no_iterations; ++i) { - float f = 0.0f; - float fd = 0.0f; - - for (int level = 1; level < STUDIOLIGHT_SH_BANDS; ++level) { - f += table_l[level] * table_b[level] / SQUARE(1.0f + lambda * table_l[level]); - fd += (2.0f * SQUARE(table_l[level]) * table_b[level]) / CUBE(1.0f + lambda * table_l[level]); - } - - f = target_squared_laplacian - f; - - float delta = -f / fd; - lambda += delta; - - if (ABS(delta) < 1e-6f) { - break; - } - } - - return lambda; + /* 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]; + + float lambda = 0.0f; + + table_l[0] = 0.0f; + table_b[0] = 0.0f; + int index = 1; + for (int level = 1; level < STUDIOLIGHT_SH_BANDS; level++) { + table_l[level] = (float)(SQUARE(level) * SQUARE(level + 1)); + + float b = 0.0f; + for (int m = -1; m <= level; m++) { + b += SQUARE(sh[index++]); + } + table_b[level] = b; + } + + float squared_lamplacian = 0.0f; + for (int level = 1; level < STUDIOLIGHT_SH_BANDS; level++) { + squared_lamplacian += table_l[level] * table_b[level]; + } + + const float target_squared_laplacian = max_laplacian * max_laplacian; + if (squared_lamplacian <= target_squared_laplacian) { + return lambda; + } + + const int no_iterations = 10000000; + for (int i = 0; i < no_iterations; ++i) { + float f = 0.0f; + float fd = 0.0f; + + for (int level = 1; level < STUDIOLIGHT_SH_BANDS; ++level) { + f += table_l[level] * table_b[level] / SQUARE(1.0f + lambda * table_l[level]); + fd += (2.0f * SQUARE(table_l[level]) * table_b[level]) / + CUBE(1.0f + lambda * table_l[level]); + } + + f = target_squared_laplacian - f; + + float delta = -f / fd; + lambda += delta; + + if (ABS(delta) < 1e-6f) { + break; + } + } + + return lambda; } static void studiolight_spherical_harmonics_apply_windowing(float (*sh)[3], float max_laplacian) { - if (max_laplacian <= 0.0f) - return; - - float sh_r[STUDIOLIGHT_SH_COEFS_LEN]; - float sh_g[STUDIOLIGHT_SH_COEFS_LEN]; - float sh_b[STUDIOLIGHT_SH_COEFS_LEN]; - for (int i = 0; i < STUDIOLIGHT_SH_COEFS_LEN; i++) { - sh_r[i] = sh[i][0]; - sh_g[i] = sh[i][1]; - sh_b[i] = sh[i][2]; - } - float lambda_r = studiolight_spherical_harmonics_lambda_get(sh_r, max_laplacian); - float lambda_g = studiolight_spherical_harmonics_lambda_get(sh_g, max_laplacian); - float lambda_b = studiolight_spherical_harmonics_lambda_get(sh_b, max_laplacian); - - /* Apply windowing lambda */ - int index = 0; - for (int level = 0; level < STUDIOLIGHT_SH_BANDS; level++) { - float s[3]; - s[0] = 1.0f / (1.0f + lambda_r * SQUARE(level) * SQUARE(level + 1.0f)); - s[1] = 1.0f / (1.0f + lambda_g * SQUARE(level) * SQUARE(level + 1.0f)); - s[2] = 1.0f / (1.0f + lambda_b * SQUARE(level) * SQUARE(level + 1.0f)); - - for (int m = -1; m <= level; m++) { - mul_v3_v3(sh[index++], s); - } - } + if (max_laplacian <= 0.0f) + return; + + float sh_r[STUDIOLIGHT_SH_COEFS_LEN]; + float sh_g[STUDIOLIGHT_SH_COEFS_LEN]; + float sh_b[STUDIOLIGHT_SH_COEFS_LEN]; + for (int i = 0; i < STUDIOLIGHT_SH_COEFS_LEN; i++) { + sh_r[i] = sh[i][0]; + sh_g[i] = sh[i][1]; + sh_b[i] = sh[i][2]; + } + float lambda_r = studiolight_spherical_harmonics_lambda_get(sh_r, max_laplacian); + float lambda_g = studiolight_spherical_harmonics_lambda_get(sh_g, max_laplacian); + float lambda_b = studiolight_spherical_harmonics_lambda_get(sh_b, max_laplacian); + + /* Apply windowing lambda */ + int index = 0; + for (int level = 0; level < STUDIOLIGHT_SH_BANDS; level++) { + float s[3]; + s[0] = 1.0f / (1.0f + lambda_r * SQUARE(level) * SQUARE(level + 1.0f)); + s[1] = 1.0f / (1.0f + lambda_g * SQUARE(level) * SQUARE(level + 1.0f)); + s[2] = 1.0f / (1.0f + lambda_b * SQUARE(level) * SQUARE(level + 1.0f)); + + for (int m = -1; m <= level; m++) { + mul_v3_v3(sh[index++], s); + } + } } -static float studiolight_spherical_harmonics_geomerics_eval(const float normal[3], float sh0, float sh1, float sh2, float sh3) +static float studiolight_spherical_harmonics_geomerics_eval( + const float normal[3], float sh0, float sh1, float sh2, float sh3) { - /* Use Geomerics non-linear SH. */ - /* http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf */ - float R0 = sh0 * M_1_PI; + /* Use Geomerics non-linear SH. */ + /* http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf */ + float R0 = sh0 * M_1_PI; - float R1[3] = {-sh3, sh2, -sh1}; - mul_v3_fl(R1, 0.5f * M_1_PI * 1.5f); /* 1.5f is to improve the contrast a bit. */ - float lenR1 = len_v3(R1); - mul_v3_fl(R1, 1.0f / lenR1); - float q = 0.5f * (1.0f + dot_v3v3(R1, normal)); + float R1[3] = {-sh3, sh2, -sh1}; + mul_v3_fl(R1, 0.5f * M_1_PI * 1.5f); /* 1.5f is to improve the contrast a bit. */ + float lenR1 = len_v3(R1); + mul_v3_fl(R1, 1.0f / lenR1); + float q = 0.5f * (1.0f + dot_v3v3(R1, normal)); - float p = 1.0f + 2.0f * lenR1 / R0; - float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0); + float p = 1.0f + 2.0f * lenR1 / R0; + float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0); - return R0 * (a + (1.0f - a) * (p + 1.0f) * powf(q, p)); + return R0 * (a + (1.0f - a) * (p + 1.0f) * powf(q, p)); } -BLI_INLINE void studiolight_spherical_harmonics_eval(StudioLight *sl, float color[3], const float normal[3]) +BLI_INLINE void studiolight_spherical_harmonics_eval(StudioLight *sl, + float color[3], + const float normal[3]) { #if STUDIOLIGHT_SH_BANDS == 2 - float (*sh)[3] = (float (*)[3])sl->spherical_harmonics_coefs; - for (int i = 0; i < 3; ++i) { - color[i] = studiolight_spherical_harmonics_geomerics_eval(normal, sh[0][i], sh[1][i], sh[2][i], sh[3][i]); - } - return; + float(*sh)[3] = (float(*)[3])sl->spherical_harmonics_coefs; + for (int i = 0; i < 3; ++i) { + color[i] = studiolight_spherical_harmonics_geomerics_eval( + normal, sh[0][i], sh[1][i], sh[2][i], sh[3][i]); + } + return; #else - /* L0 */ - mul_v3_v3fl(color, sl->spherical_harmonics_coefs[0], 0.282095f); + /* L0 */ + mul_v3_v3fl(color, sl->spherical_harmonics_coefs[0], 0.282095f); # if STUDIOLIGHT_SH_BANDS > 1 /* L1 */ - const float nx = normal[0]; - const float ny = normal[1]; - const float nz = normal[2]; - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[1], -0.488603f * nz); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[2], 0.488603f * ny); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[3], -0.488603f * nx); + const float nx = normal[0]; + const float ny = normal[1]; + const float nz = normal[2]; + madd_v3_v3fl(color, sl->spherical_harmonics_coefs[1], -0.488603f * nz); + madd_v3_v3fl(color, sl->spherical_harmonics_coefs[2], 0.488603f * ny); + madd_v3_v3fl(color, sl->spherical_harmonics_coefs[3], -0.488603f * nx); # endif # if STUDIOLIGHT_SH_BANDS > 2 /* L2 */ - const float nx2 = SQUARE(nx); - const float ny2 = SQUARE(ny); - const float nz2 = SQUARE(nz); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[4], 1.092548f * nx * nz); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[5], -1.092548f * nz * ny); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[6], 0.315392f * (3.0f * ny2 - 1.0f)); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[7], -1.092548 * nx * ny); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[8], 0.546274 * (nx2 - nz2)); + const float nx2 = SQUARE(nx); + const float ny2 = SQUARE(ny); + const float nz2 = SQUARE(nz); + madd_v3_v3fl(color, sl->spherical_harmonics_coefs[4], 1.092548f * nx * nz); + madd_v3_v3fl(color, sl->spherical_harmonics_coefs[5], -1.092548f * nz * ny); + madd_v3_v3fl(color, sl->spherical_harmonics_coefs[6], 0.315392f * (3.0f * ny2 - 1.0f)); + madd_v3_v3fl(color, sl->spherical_harmonics_coefs[7], -1.092548 * nx * ny); + madd_v3_v3fl(color, sl->spherical_harmonics_coefs[8], 0.546274 * (nx2 - nz2)); # endif - /* L3 coefs are 0 */ + /* L3 coefs are 0 */ # if STUDIOLIGHT_SH_BANDS > 4 /* L4 */ - const float nx4 = SQUARE(nx2); - const float ny4 = SQUARE(ny2); - const float nz4 = SQUARE(nz2); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[9], 2.5033429417967046f * nx * nz * (nx2 - nz2)); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[10], -1.7701307697799304f * nz * ny * (3.0f * nx2 - nz2)); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[11], 0.9461746957575601f * nz * nx * (-1.0f + 7.0f * ny2)); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[12], -0.6690465435572892f * nz * ny * (-3.0f + 7.0f * ny2)); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[13], (105.0f * ny4 - 90.0f * ny2 + 9.0f) / 28.359261614f); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[14], -0.6690465435572892f * nx * ny * (-3.0f + 7.0f * ny2)); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[15], 0.9461746957575601f * (nx2 - nz2) * (-1.0f + 7.0f * ny2)); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[16], -1.7701307697799304f * nx * ny * (nx2 - 3.0f * nz2)); - madd_v3_v3fl(color, sl->spherical_harmonics_coefs[17], 0.6258357354491761f * (nx4 - 6.0f * nz2 * nx2 + nz4)); + const float nx4 = SQUARE(nx2); + const float ny4 = SQUARE(ny2); + const float nz4 = SQUARE(nz2); + madd_v3_v3fl( + color, sl->spherical_harmonics_coefs[9], 2.5033429417967046f * nx * nz * (nx2 - nz2)); + madd_v3_v3fl(color, + sl->spherical_harmonics_coefs[10], + -1.7701307697799304f * nz * ny * (3.0f * nx2 - nz2)); + madd_v3_v3fl(color, + sl->spherical_harmonics_coefs[11], + 0.9461746957575601f * nz * nx * (-1.0f + 7.0f * ny2)); + madd_v3_v3fl(color, + sl->spherical_harmonics_coefs[12], + -0.6690465435572892f * nz * ny * (-3.0f + 7.0f * ny2)); + madd_v3_v3fl(color, + sl->spherical_harmonics_coefs[13], + (105.0f * ny4 - 90.0f * ny2 + 9.0f) / 28.359261614f); + madd_v3_v3fl(color, + sl->spherical_harmonics_coefs[14], + -0.6690465435572892f * nx * ny * (-3.0f + 7.0f * ny2)); + madd_v3_v3fl(color, + sl->spherical_harmonics_coefs[15], + 0.9461746957575601f * (nx2 - nz2) * (-1.0f + 7.0f * ny2)); + madd_v3_v3fl(color, + sl->spherical_harmonics_coefs[16], + -1.7701307697799304f * nx * ny * (nx2 - 3.0f * nz2)); + madd_v3_v3fl(color, + sl->spherical_harmonics_coefs[17], + 0.6258357354491761f * (nx4 - 6.0f * nz2 * nx2 + nz4)); # endif #endif } @@ -717,339 +766,358 @@ BLI_INLINE void studiolight_spherical_harmonics_eval(StudioLight *sl, float colo /* This modify the radiance into irradiance. */ static void studiolight_spherical_harmonics_apply_band_factors(StudioLight *sl, float (*sh)[3]) { - static float sl_sh_band_factors[5] = { - 1.0f, - 2.0f / 3.0f, - 1.0f / 4.0f, - 0.0f, - -1.0f / 24.0f, - }; - - int index = 0, dst_idx = 0; - for (int band = 0; band < STUDIOLIGHT_SH_BANDS; band++) { - for (int m = 0; m < SQUARE(band + 1) - SQUARE(band); m++) { - /* Skip L3 */ - if (band != 3) { - mul_v3_v3fl(sl->spherical_harmonics_coefs[dst_idx++], sh[index], sl_sh_band_factors[band]); - } - index++; - } - } + static float sl_sh_band_factors[5] = { + 1.0f, + 2.0f / 3.0f, + 1.0f / 4.0f, + 0.0f, + -1.0f / 24.0f, + }; + + int index = 0, dst_idx = 0; + for (int band = 0; band < STUDIOLIGHT_SH_BANDS; band++) { + for (int m = 0; m < SQUARE(band + 1) - SQUARE(band); m++) { + /* Skip L3 */ + if (band != 3) { + mul_v3_v3fl(sl->spherical_harmonics_coefs[dst_idx++], sh[index], sl_sh_band_factors[band]); + } + index++; + } + } } static void studiolight_calculate_diffuse_light(StudioLight *sl) { - /* init light to black */ - if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED); - - float sh_coefs[STUDIOLIGHT_SH_COEFS_LEN][3]; - studiolight_spherical_harmonics_calculate_coefficients(sl, sh_coefs); - studiolight_spherical_harmonics_apply_windowing(sh_coefs, STUDIOLIGHT_SH_WINDOWING); - studiolight_spherical_harmonics_apply_band_factors(sl, sh_coefs); - - if (sl->flag & STUDIOLIGHT_USER_DEFINED) { - FILE *fp = BLI_fopen(sl->path_sh_cache, "wb"); - if (fp) { - fwrite(sl->spherical_harmonics_coefs, sizeof(sl->spherical_harmonics_coefs), 1, fp); - fclose(fp); - } - } - } - sl->flag |= STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED; + /* init light to black */ + if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED); + + float sh_coefs[STUDIOLIGHT_SH_COEFS_LEN][3]; + studiolight_spherical_harmonics_calculate_coefficients(sl, sh_coefs); + studiolight_spherical_harmonics_apply_windowing(sh_coefs, STUDIOLIGHT_SH_WINDOWING); + studiolight_spherical_harmonics_apply_band_factors(sl, sh_coefs); + + if (sl->flag & STUDIOLIGHT_USER_DEFINED) { + FILE *fp = BLI_fopen(sl->path_sh_cache, "wb"); + if (fp) { + fwrite(sl->spherical_harmonics_coefs, sizeof(sl->spherical_harmonics_coefs), 1, fp); + fclose(fp); + } + } + } + sl->flag |= STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED; } -BLI_INLINE void studiolight_evaluate_specular_radiance_buffer( - ImBuf *radiance_buffer, const float normal[3], float color[3], - int xoffset, int yoffset, int zoffset, float zsign) +BLI_INLINE void studiolight_evaluate_specular_radiance_buffer(ImBuf *radiance_buffer, + const float normal[3], + float color[3], + int xoffset, + int yoffset, + int zoffset, + float zsign) { - if (radiance_buffer == NULL) { - return; - } - - float accum[3] = {0.0f, 0.0f, 0.0f}; - float accum_weight = 0.00001f; - ITER_PIXELS(float, radiance_buffer->rect_float, 4, - STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, - STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - { - float direction[3]; - direction[zoffset] = zsign * 0.5f; - direction[xoffset] = x - 0.5f; - direction[yoffset] = y - 0.5f; - normalize_v3(direction); - float weight = dot_v3v3(direction, normal) > 0.95f ? 1.0f : 0.0f; - // float solid_angle = texel_solid_angle(x, y, texel_size[0] * 0.5f); - madd_v3_v3fl(accum, pixel, weight); - accum_weight += weight; - } - ITER_PIXELS_END; - - madd_v3_v3fl(color, accum, 1.0f / accum_weight); + if (radiance_buffer == NULL) { + return; + } + + float accum[3] = {0.0f, 0.0f, 0.0f}; + float accum_weight = 0.00001f; + ITER_PIXELS(float, + radiance_buffer->rect_float, + 4, + STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, + STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) + { + float direction[3]; + direction[zoffset] = zsign * 0.5f; + direction[xoffset] = x - 0.5f; + direction[yoffset] = y - 0.5f; + normalize_v3(direction); + float weight = dot_v3v3(direction, normal) > 0.95f ? 1.0f : 0.0f; + // float solid_angle = texel_solid_angle(x, y, texel_size[0] * 0.5f); + madd_v3_v3fl(accum, pixel, weight); + accum_weight += weight; + } + ITER_PIXELS_END; + + madd_v3_v3fl(color, accum, 1.0f / accum_weight); } #ifdef STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE static void studiolight_irradiance_eval(StudioLight *sl, float color[3], const float normal[3]) { - copy_v3_fl(color, 0.0f); - - /* XXX: This is madness, iterating over all cubemap pixels for each destination pixels - * even if their weight is 0.0f. - * It should use hemisphere, cosine sampling at least. */ - - /* back */ - studiolight_evaluate_specular_radiance_buffer( - sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], normal, color, 0, 2, 1, 1); - /* front */ - studiolight_evaluate_specular_radiance_buffer( - sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], normal, color, 0, 2, 1, -1); - - /* left */ - studiolight_evaluate_specular_radiance_buffer( - sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], normal, color, 1, 2, 0, 1); - /* right */ - studiolight_evaluate_specular_radiance_buffer( - sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], normal, color, 1, 2, 0, -1); - - /* top */ - studiolight_evaluate_specular_radiance_buffer( - sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], normal, color, 0, 1, 2, 1); - /* bottom */ - studiolight_evaluate_specular_radiance_buffer( - sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], normal, color, 0, 1, 2, -1); - - mul_v3_fl(color, 1.0 / M_PI); + copy_v3_fl(color, 0.0f); + + /* XXX: This is madness, iterating over all cubemap pixels for each destination pixels + * even if their weight is 0.0f. + * It should use hemisphere, cosine sampling at least. */ + + /* back */ + studiolight_evaluate_specular_radiance_buffer( + sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], normal, color, 0, 2, 1, 1); + /* front */ + studiolight_evaluate_specular_radiance_buffer( + sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], normal, color, 0, 2, 1, -1); + + /* left */ + studiolight_evaluate_specular_radiance_buffer( + sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], normal, color, 1, 2, 0, 1); + /* right */ + studiolight_evaluate_specular_radiance_buffer( + sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], normal, color, 1, 2, 0, -1); + + /* top */ + studiolight_evaluate_specular_radiance_buffer( + sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], normal, color, 0, 1, 2, 1); + /* bottom */ + studiolight_evaluate_specular_radiance_buffer( + sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], normal, color, 0, 1, 2, -1); + + mul_v3_fl(color, 1.0 / M_PI); } #endif static float brdf_approx(float spec_color, float roughness, float NV) { - /* Very rough own approx. We don't need it to be correct, just fast. - * Just simulate fresnel effect with roughness attenuation. */ - float fresnel = exp2(-8.35f * NV) * (1.0f - roughness); - return spec_color * (1.0f - fresnel) + fresnel; + /* Very rough own approx. We don't need it to be correct, just fast. + * Just simulate fresnel effect with roughness attenuation. */ + float fresnel = exp2(-8.35f * NV) * (1.0f - roughness); + return spec_color * (1.0f - fresnel) + fresnel; } /* NL need to be unclamped. w in [0..1] range. */ static float wrapped_lighting(float NL, float w) { - float w_1 = w + 1.0f; - return max_ff((NL + w) / (w_1 * w_1), 0.0f); + float w_1 = w + 1.0f; + return max_ff((NL + w) / (w_1 * w_1), 0.0f); } -static float blinn_specular( - const float L[3], const float I[3], const float N[3], float R[3], float NL, float roughness, float wrap) +static float blinn_specular(const float L[3], + const float I[3], + const float N[3], + float R[3], + float NL, + float roughness, + float wrap) { - float half_dir[3]; - float wrapped_NL = dot_v3v3(L, R); - add_v3_v3v3(half_dir, L, I); - normalize_v3(half_dir); - float spec_angle = max_ff(dot_v3v3(half_dir, N), 0.0f); + float half_dir[3]; + float wrapped_NL = dot_v3v3(L, R); + add_v3_v3v3(half_dir, L, I); + normalize_v3(half_dir); + float spec_angle = max_ff(dot_v3v3(half_dir, N), 0.0f); - float gloss = 1.0f - roughness; - /* Reduce gloss for smooth light. (simulate bigger light) */ - gloss *= 1.0f - wrap; - float shininess = exp2(10.0f * gloss + 1.0f); + float gloss = 1.0f - roughness; + /* Reduce gloss for smooth light. (simulate bigger light) */ + gloss *= 1.0f - wrap; + float shininess = exp2(10.0f * gloss + 1.0f); - /* Pi is already divided in the light power. - * normalization_factor = (shininess + 8.0) / (8.0 * M_PI) */ - float normalization_factor = shininess * 0.125f + 1.0f; - float spec_light = powf(spec_angle, shininess) * max_ff(NL, 0.0f) * normalization_factor; + /* Pi is already divided in the light power. + * normalization_factor = (shininess + 8.0) / (8.0 * M_PI) */ + float normalization_factor = shininess * 0.125f + 1.0f; + float spec_light = powf(spec_angle, shininess) * max_ff(NL, 0.0f) * normalization_factor; - /* Simulate Env. light. */ - float w = wrap * (1.0 - roughness) + roughness; - float spec_env = wrapped_lighting(wrapped_NL, w); + /* Simulate Env. light. */ + float w = wrap * (1.0 - roughness) + roughness; + float spec_env = wrapped_lighting(wrapped_NL, w); - float w2 = wrap * wrap; + float w2 = wrap * wrap; - return spec_light * (1.0 - w2) + spec_env * w2; + return spec_light * (1.0 - w2) + spec_env * w2; } /* Keep in sync with the glsl shader function get_world_lighting() */ static void studiolight_lights_eval(StudioLight *sl, float color[3], const float normal[3]) { - float R[3], I[3] = {0.0f, 0.0f, 1.0f}, N[3] = {normal[0], normal[2], -normal[1]}; - const float roughness = 0.5f; - const float diffuse_color = 0.8f; - const float specular_color = brdf_approx(0.05f, roughness, N[2]); - float diff_light[3], spec_light[3]; - - /* Ambient lighting */ - copy_v3_v3(diff_light, sl->light_ambient); - copy_v3_v3(spec_light, sl->light_ambient); - - reflect_v3_v3v3(R, I, N); - for (int i = 0; i < 3; ++i) { - SolidLight *light = &sl->light[i]; - if (light->flag) { - /* Diffuse lighting */ - float NL = dot_v3v3(light->vec, N); - float diff = wrapped_lighting(NL, light->smooth); - madd_v3_v3fl(diff_light, light->col, diff); - /* Specular lighting */ - float spec = blinn_specular(light->vec, I, N, R, NL, roughness, light->smooth); - madd_v3_v3fl(spec_light, light->spec, spec); - } - } - - /* Multiply result by surface colors. */ - mul_v3_fl(diff_light, diffuse_color * (1.0 - specular_color)); - mul_v3_fl(spec_light, specular_color); - - add_v3_v3v3(color, diff_light, spec_light); + float R[3], I[3] = {0.0f, 0.0f, 1.0f}, N[3] = {normal[0], normal[2], -normal[1]}; + const float roughness = 0.5f; + const float diffuse_color = 0.8f; + const float specular_color = brdf_approx(0.05f, roughness, N[2]); + float diff_light[3], spec_light[3]; + + /* Ambient lighting */ + copy_v3_v3(diff_light, sl->light_ambient); + copy_v3_v3(spec_light, sl->light_ambient); + + reflect_v3_v3v3(R, I, N); + for (int i = 0; i < 3; ++i) { + SolidLight *light = &sl->light[i]; + if (light->flag) { + /* Diffuse lighting */ + float NL = dot_v3v3(light->vec, N); + float diff = wrapped_lighting(NL, light->smooth); + madd_v3_v3fl(diff_light, light->col, diff); + /* Specular lighting */ + float spec = blinn_specular(light->vec, I, N, R, NL, roughness, light->smooth); + madd_v3_v3fl(spec_light, light->spec, spec); + } + } + + /* Multiply result by surface colors. */ + mul_v3_fl(diff_light, diffuse_color * (1.0 - specular_color)); + mul_v3_fl(spec_light, specular_color); + + add_v3_v3v3(color, diff_light, spec_light); } static bool studiolight_load_irradiance_equirect_image(StudioLight *sl) { #ifdef STUDIOLIGHT_LOAD_CACHED_FILES - if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { - ImBuf *ibuf = NULL; - ibuf = IMB_loadiffname(sl->path_irr_cache, 0, NULL); - if (ibuf) { - IMB_float_from_rect(ibuf); - sl->equirect_irradiance_buffer = ibuf; - sl->flag |= STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED; - return true; - } - } + if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { + ImBuf *ibuf = NULL; + ibuf = IMB_loadiffname(sl->path_irr_cache, 0, NULL); + if (ibuf) { + IMB_float_from_rect(ibuf); + sl->equirect_irradiance_buffer = ibuf; + sl->flag |= STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED; + return true; + } + } #else - UNUSED_VARS(sl); + UNUSED_VARS(sl); #endif - return false; + return false; } static bool studiolight_load_spherical_harmonics_coefficients(StudioLight *sl) { #ifdef STUDIOLIGHT_LOAD_CACHED_FILES - if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { - FILE *fp = BLI_fopen(sl->path_sh_cache, "rb"); - if (fp) { - if (fread((void *)(sl->spherical_harmonics_coefs), sizeof(sl->spherical_harmonics_coefs), 1, fp)) { - sl->flag |= STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED; - fclose(fp); - return true; - } - fclose(fp); - } - } + if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { + FILE *fp = BLI_fopen(sl->path_sh_cache, "rb"); + if (fp) { + if (fread((void *)(sl->spherical_harmonics_coefs), + sizeof(sl->spherical_harmonics_coefs), + 1, + fp)) { + sl->flag |= STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED; + fclose(fp); + return true; + } + fclose(fp); + } + } #else - UNUSED_VARS(sl); + UNUSED_VARS(sl); #endif - return false; + return false; } static void studiolight_calculate_irradiance_equirect_image(StudioLight *sl) { - if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { + if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { #ifdef STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED); + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED); #else - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED); + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED); #endif - float *colbuf = MEM_mallocN(STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH * STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT * sizeof(float[4]), __func__); - - ITER_PIXELS(float, colbuf, 4, - STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH, - STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT) - { - float dir[3]; - equirect_to_direction(dir, x, y); + float *colbuf = MEM_mallocN(STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH * + STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT * sizeof(float[4]), + __func__); + + ITER_PIXELS(float, + colbuf, + 4, + STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH, + STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT) + { + float dir[3]; + equirect_to_direction(dir, x, y); #ifdef STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE - studiolight_irradiance_eval(sl, pixel, dir); + studiolight_irradiance_eval(sl, pixel, dir); #else - studiolight_spherical_harmonics_eval(sl, pixel, dir); + studiolight_spherical_harmonics_eval(sl, pixel, dir); #endif - pixel[3] = 1.0f; - } - ITER_PIXELS_END; + pixel[3] = 1.0f; + } + ITER_PIXELS_END; - sl->equirect_irradiance_buffer = IMB_allocFromBuffer( - NULL, colbuf, - STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH, - STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT); - MEM_freeN(colbuf); + sl->equirect_irradiance_buffer = IMB_allocFromBuffer(NULL, + colbuf, + STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH, + STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT); + MEM_freeN(colbuf); #ifdef STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE - /* - * Only store cached files when using STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE - */ - if (sl->flag & STUDIOLIGHT_USER_DEFINED) { - IMB_saveiff(sl->equirect_irradiance_buffer, sl->path_irr_cache, IB_rectfloat); - } + /* + * Only store cached files when using STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE + */ + if (sl->flag & STUDIOLIGHT_USER_DEFINED) { + IMB_saveiff(sl->equirect_irradiance_buffer, sl->path_irr_cache, IB_rectfloat); + } #endif - } - sl->flag |= STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED; + } + sl->flag |= STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED; } static StudioLight *studiolight_add_file(const char *path, int flag) { - char filename[FILE_MAXFILE]; - BLI_split_file_part(path, filename, FILE_MAXFILE); - - if ((((flag & STUDIOLIGHT_TYPE_STUDIO) != 0) && BLI_path_extension_check(filename, ".sl")) || - BLI_path_extension_check_array(filename, imb_ext_image)) - { - StudioLight *sl = studiolight_create(STUDIOLIGHT_EXTERNAL_FILE | flag); - BLI_strncpy(sl->name, filename, FILE_MAXFILE); - BLI_strncpy(sl->path, path, FILE_MAXFILE); - - if ((flag & STUDIOLIGHT_TYPE_STUDIO) != 0) { - studiolight_load_solid_light(sl); - } - else { - sl->path_irr_cache = BLI_string_joinN(path, ".irr"); - sl->path_sh_cache = BLI_string_joinN(path, ".sh2"); - } - BLI_addtail(&studiolights, sl); - return sl; - } - return NULL; + char filename[FILE_MAXFILE]; + BLI_split_file_part(path, filename, FILE_MAXFILE); + + if ((((flag & STUDIOLIGHT_TYPE_STUDIO) != 0) && BLI_path_extension_check(filename, ".sl")) || + BLI_path_extension_check_array(filename, imb_ext_image)) { + StudioLight *sl = studiolight_create(STUDIOLIGHT_EXTERNAL_FILE | flag); + BLI_strncpy(sl->name, filename, FILE_MAXFILE); + BLI_strncpy(sl->path, path, FILE_MAXFILE); + + if ((flag & STUDIOLIGHT_TYPE_STUDIO) != 0) { + studiolight_load_solid_light(sl); + } + else { + sl->path_irr_cache = BLI_string_joinN(path, ".irr"); + sl->path_sh_cache = BLI_string_joinN(path, ".sh2"); + } + BLI_addtail(&studiolights, sl); + return sl; + } + return NULL; } -static void studiolight_add_files_from_datafolder(const int folder_id, const char *subfolder, int flag) +static void studiolight_add_files_from_datafolder(const int folder_id, + const char *subfolder, + int flag) { - struct direntry *dir; - const char *folder = BKE_appdir_folder_id(folder_id, subfolder); - if (folder) { - uint totfile = BLI_filelist_dir_contents(folder, &dir); - int i; - for (i = 0; i < totfile; i++) { - if ((dir[i].type & S_IFREG)) { - studiolight_add_file(dir[i].path, flag); - } - } - BLI_filelist_free(dir, totfile); - dir = NULL; - } + struct direntry *dir; + const char *folder = BKE_appdir_folder_id(folder_id, subfolder); + if (folder) { + uint totfile = BLI_filelist_dir_contents(folder, &dir); + int i; + for (i = 0; i < totfile; i++) { + if ((dir[i].type & S_IFREG)) { + studiolight_add_file(dir[i].path, flag); + } + } + BLI_filelist_free(dir, totfile); + dir = NULL; + } } static int studiolight_flag_cmp_order(const StudioLight *sl) { - /* Internal studiolights before external studio lights */ - if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { - return 1; - } - return 0; + /* Internal studiolights before external studio lights */ + if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { + return 1; + } + return 0; } static int studiolight_cmp(const void *a, const void *b) { - const StudioLight *sl1 = a; - const StudioLight *sl2 = b; - - const int flagorder1 = studiolight_flag_cmp_order(sl1); - const int flagorder2 = studiolight_flag_cmp_order(sl2); - - if (flagorder1 < flagorder2) { - return -1; - } - else if (flagorder1 > flagorder2) { - return 1; - } - else { - return BLI_strcasecmp(sl1->name, sl2->name); - } + const StudioLight *sl1 = a; + const StudioLight *sl2 = b; + + const int flagorder1 = studiolight_flag_cmp_order(sl1); + const int flagorder2 = studiolight_flag_cmp_order(sl2); + + if (flagorder1 < flagorder2) { + return -1; + } + else if (flagorder1 > flagorder2) { + return 1; + } + else { + return BLI_strcasecmp(sl1->name, sl2->name); + } } /* icons */ @@ -1059,12 +1127,12 @@ static int studiolight_cmp(const void *a, const void *b) * in uv space for the alpha mask falloff. */ static uint alpha_circle_mask(float u, float v, float inner_edge, float outer_edge) { - /* Coords from center. */ - float co[2] = {u - 0.5f, v - 0.5f}; - float dist = len_v2(co); - float alpha = 1.0f + (inner_edge - dist) / (outer_edge - inner_edge); - uint mask = (uint)floorf(255.0f * min_ff(max_ff(alpha, 0.0f), 1.0f)); - return mask << 24; + /* Coords from center. */ + float co[2] = {u - 0.5f, v - 0.5f}; + float dist = len_v2(co); + float alpha = 1.0f + (inner_edge - dist) / (outer_edge - inner_edge); + uint mask = (uint)floorf(255.0f * min_ff(max_ff(alpha, 0.0f), 1.0f)); + return mask << 24; } /* Percentage of the icon that the preview sphere covers. */ @@ -1075,287 +1143,281 @@ static uint alpha_circle_mask(float u, float v, float inner_edge, float outer_ed /* Remaps normalized UV [0..1] to a sphere normal around (0.5, 0.5) */ static void sphere_normal_from_uv(float normal[3], float u, float v) { - normal[0] = u * 2.0f - 1.0f; - normal[1] = v * 2.0f - 1.0f; - float dist = len_v2(normal); - normal[2] = sqrtf(1.0f - SQUARE(dist)); + normal[0] = u * 2.0f - 1.0f; + normal[1] = v * 2.0f - 1.0f; + float dist = len_v2(normal); + normal[2] = sqrtf(1.0f - SQUARE(dist)); } static void studiolight_radiance_preview(uint *icon_buffer, StudioLight *sl) { - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); - - ITER_PIXELS(uint, icon_buffer, 1, - STUDIOLIGHT_ICON_SIZE, - STUDIOLIGHT_ICON_SIZE) - { - float dy = RESCALE_COORD(y); - float dx = RESCALE_COORD(x); - - uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); - if (alphamask != 0) { - float normal[3], direction[3], color[4]; - float incoming[3] = {0.0f, 0.0f, -1.0f}; - sphere_normal_from_uv(normal, dx, dy); - reflect_v3_v3v3(direction, incoming, normal); - /* We want to see horizon not poles. */ - SWAP(float, direction[1], direction[2]); - direction[1] = -direction[1]; - - studiolight_calculate_radiance(sl->equirect_radiance_buffer, color, direction); - - *pixel = rgb_to_cpack( - linearrgb_to_srgb(color[0]), - linearrgb_to_srgb(color[1]), - linearrgb_to_srgb(color[2])) | alphamask; - } - else { - *pixel = 0x0; - } - } - ITER_PIXELS_END; + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); + + ITER_PIXELS(uint, icon_buffer, 1, STUDIOLIGHT_ICON_SIZE, STUDIOLIGHT_ICON_SIZE) + { + float dy = RESCALE_COORD(y); + float dx = RESCALE_COORD(x); + + uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); + if (alphamask != 0) { + float normal[3], direction[3], color[4]; + float incoming[3] = {0.0f, 0.0f, -1.0f}; + sphere_normal_from_uv(normal, dx, dy); + reflect_v3_v3v3(direction, incoming, normal); + /* We want to see horizon not poles. */ + SWAP(float, direction[1], direction[2]); + direction[1] = -direction[1]; + + studiolight_calculate_radiance(sl->equirect_radiance_buffer, color, direction); + + *pixel = rgb_to_cpack(linearrgb_to_srgb(color[0]), + linearrgb_to_srgb(color[1]), + linearrgb_to_srgb(color[2])) | + alphamask; + } + else { + *pixel = 0x0; + } + } + ITER_PIXELS_END; } static void studiolight_matcap_preview(uint *icon_buffer, StudioLight *sl, bool flipped) { - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); - - ImBuf *ibuf = sl->equirect_radiance_buffer; - - ITER_PIXELS(uint, icon_buffer, 1, - STUDIOLIGHT_ICON_SIZE, - STUDIOLIGHT_ICON_SIZE) - { - float dy = RESCALE_COORD(y); - float dx = RESCALE_COORD(x); - if (flipped) { - dx = 1.0f - dx; - } - - float color[4]; - nearest_interpolation_color(ibuf, NULL, color, dx * ibuf->x - 1.0f, dy * ibuf->y - 1.0f); - - uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); - - *pixel = rgb_to_cpack( - linearrgb_to_srgb(color[0]), - linearrgb_to_srgb(color[1]), - linearrgb_to_srgb(color[2])) | alphamask; - } - ITER_PIXELS_END; + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); + + ImBuf *ibuf = sl->equirect_radiance_buffer; + + ITER_PIXELS(uint, icon_buffer, 1, STUDIOLIGHT_ICON_SIZE, STUDIOLIGHT_ICON_SIZE) + { + float dy = RESCALE_COORD(y); + float dx = RESCALE_COORD(x); + if (flipped) { + dx = 1.0f - dx; + } + + float color[4]; + nearest_interpolation_color(ibuf, NULL, color, dx * ibuf->x - 1.0f, dy * ibuf->y - 1.0f); + + uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); + + *pixel = rgb_to_cpack(linearrgb_to_srgb(color[0]), + linearrgb_to_srgb(color[1]), + linearrgb_to_srgb(color[2])) | + alphamask; + } + ITER_PIXELS_END; } static void studiolight_irradiance_preview(uint *icon_buffer, StudioLight *sl) { - ITER_PIXELS(uint, icon_buffer, 1, - STUDIOLIGHT_ICON_SIZE, - STUDIOLIGHT_ICON_SIZE) - { - float dy = RESCALE_COORD(y); - float dx = RESCALE_COORD(x); - - uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); - if (alphamask != 0) { - float normal[3], color[3]; - sphere_normal_from_uv(normal, dx, dy); - /* We want to see horizon not poles. */ - SWAP(float, normal[1], normal[2]); - normal[1] = -normal[1]; - - studiolight_lights_eval(sl, color, normal); - - *pixel = rgb_to_cpack( - linearrgb_to_srgb(color[0]), - linearrgb_to_srgb(color[1]), - linearrgb_to_srgb(color[2])) | alphamask; - } - else { - *pixel = 0x0; - } - } - ITER_PIXELS_END; + ITER_PIXELS(uint, icon_buffer, 1, STUDIOLIGHT_ICON_SIZE, STUDIOLIGHT_ICON_SIZE) + { + float dy = RESCALE_COORD(y); + float dx = RESCALE_COORD(x); + + uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); + if (alphamask != 0) { + float normal[3], color[3]; + sphere_normal_from_uv(normal, dx, dy); + /* We want to see horizon not poles. */ + SWAP(float, normal[1], normal[2]); + normal[1] = -normal[1]; + + studiolight_lights_eval(sl, color, normal); + + *pixel = rgb_to_cpack(linearrgb_to_srgb(color[0]), + linearrgb_to_srgb(color[1]), + linearrgb_to_srgb(color[2])) | + alphamask; + } + else { + *pixel = 0x0; + } + } + ITER_PIXELS_END; } /* API */ void BKE_studiolight_init(void) { - /* Add default studio light */ - StudioLight *sl = studiolight_create( - STUDIOLIGHT_INTERNAL | STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED | STUDIOLIGHT_TYPE_STUDIO); - BLI_strncpy(sl->name, "Default", FILE_MAXFILE); - - copy_v3_fl3(sl->light_ambient, 0.025000, 0.025000, 0.025000); - - copy_v4_fl4(sl->light[0].vec, -0.580952, 0.228571, 0.781185, 0.0); - copy_v4_fl4(sl->light[0].col, 0.900000, 0.900000, 0.900000, 1.000000); - copy_v4_fl4(sl->light[0].spec, 0.318547, 0.318547, 0.318547, 1.000000); - sl->light[0].flag = 1; - sl->light[0].smooth = 0.1; - - copy_v4_fl4(sl->light[1].vec, 0.788218, 0.593482, -0.162765, 0.0); - copy_v4_fl4(sl->light[1].col, 0.267115, 0.269928, 0.358840, 1.000000); - copy_v4_fl4(sl->light[1].spec, 0.090838, 0.090838, 0.090838, 1.000000); - sl->light[1].flag = 1; - sl->light[1].smooth = 0.25; - - copy_v4_fl4(sl->light[2].vec, 0.696472, -0.696472, -0.172785, 0.0); - copy_v4_fl4(sl->light[2].col, 0.293216, 0.304662, 0.401968, 1.000000); - copy_v4_fl4(sl->light[2].spec, 0.069399, 0.020331, 0.020331, 1.000000); - sl->light[2].flag = 1; - sl->light[2].smooth = 0.5; - - copy_v4_fl4(sl->light[3].vec, 0.021053, -0.989474, 0.143173, 0.0); - copy_v4_fl4(sl->light[3].col, 0.0, 0.0, 0.0, 1.0); - copy_v4_fl4(sl->light[3].spec, 0.072234, 0.082253, 0.162642, 1.000000); - sl->light[3].flag = 1; - sl->light[3].smooth = 0.7; - - BLI_addtail(&studiolights, sl); - - /* go over the preset folder and add a studiolight for every image with its path */ - /* for portable installs (where USER and SYSTEM paths are the same), only go over LOCAL datafiles once */ - /* Also reserve icon space for it. */ - 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_add_files_from_datafolder(BLENDER_USER_DATAFILES, - STUDIOLIGHT_WORLD_FOLDER, - STUDIOLIGHT_TYPE_WORLD | STUDIOLIGHT_USER_DEFINED); - studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, - 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_WORLD_FOLDER, STUDIOLIGHT_TYPE_WORLD); - studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_MATCAP_FOLDER, STUDIOLIGHT_TYPE_MATCAP); - - /* sort studio lights on filename. */ - BLI_listbase_sort(&studiolights, studiolight_cmp); + /* Add default studio light */ + StudioLight *sl = studiolight_create(STUDIOLIGHT_INTERNAL | + STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED | + STUDIOLIGHT_TYPE_STUDIO); + BLI_strncpy(sl->name, "Default", FILE_MAXFILE); + + copy_v3_fl3(sl->light_ambient, 0.025000, 0.025000, 0.025000); + + copy_v4_fl4(sl->light[0].vec, -0.580952, 0.228571, 0.781185, 0.0); + copy_v4_fl4(sl->light[0].col, 0.900000, 0.900000, 0.900000, 1.000000); + copy_v4_fl4(sl->light[0].spec, 0.318547, 0.318547, 0.318547, 1.000000); + sl->light[0].flag = 1; + sl->light[0].smooth = 0.1; + + copy_v4_fl4(sl->light[1].vec, 0.788218, 0.593482, -0.162765, 0.0); + copy_v4_fl4(sl->light[1].col, 0.267115, 0.269928, 0.358840, 1.000000); + copy_v4_fl4(sl->light[1].spec, 0.090838, 0.090838, 0.090838, 1.000000); + sl->light[1].flag = 1; + sl->light[1].smooth = 0.25; + + copy_v4_fl4(sl->light[2].vec, 0.696472, -0.696472, -0.172785, 0.0); + copy_v4_fl4(sl->light[2].col, 0.293216, 0.304662, 0.401968, 1.000000); + copy_v4_fl4(sl->light[2].spec, 0.069399, 0.020331, 0.020331, 1.000000); + sl->light[2].flag = 1; + sl->light[2].smooth = 0.5; + + copy_v4_fl4(sl->light[3].vec, 0.021053, -0.989474, 0.143173, 0.0); + copy_v4_fl4(sl->light[3].col, 0.0, 0.0, 0.0, 1.0); + copy_v4_fl4(sl->light[3].spec, 0.072234, 0.082253, 0.162642, 1.000000); + sl->light[3].flag = 1; + sl->light[3].smooth = 0.7; + + BLI_addtail(&studiolights, sl); + + /* go over the preset folder and add a studiolight for every image with its path */ + /* for portable installs (where USER and SYSTEM paths are the same), only go over LOCAL datafiles once */ + /* Also reserve icon space for it. */ + 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_add_files_from_datafolder(BLENDER_USER_DATAFILES, + STUDIOLIGHT_WORLD_FOLDER, + STUDIOLIGHT_TYPE_WORLD | STUDIOLIGHT_USER_DEFINED); + studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, + 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_WORLD_FOLDER, STUDIOLIGHT_TYPE_WORLD); + studiolight_add_files_from_datafolder( + BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_MATCAP_FOLDER, STUDIOLIGHT_TYPE_MATCAP); + + /* sort studio lights on filename. */ + BLI_listbase_sort(&studiolights, studiolight_cmp); } void BKE_studiolight_free(void) { - struct StudioLight *sl; - while ((sl = BLI_pophead(&studiolights))) { - studiolight_free(sl); - } + struct StudioLight *sl; + while ((sl = BLI_pophead(&studiolights))) { + studiolight_free(sl); + } } struct StudioLight *BKE_studiolight_find_default(int flag) { - const char *default_name = ""; - - if (flag & STUDIOLIGHT_TYPE_WORLD) { - default_name = STUDIOLIGHT_WORLD_DEFAULT; - } - else if (flag & STUDIOLIGHT_TYPE_MATCAP) { - default_name = STUDIOLIGHT_MATCAP_DEFAULT; - } - - LISTBASE_FOREACH(StudioLight *, sl, &studiolights) { - if ((sl->flag & flag) && STREQ(sl->name, default_name)) { - return sl; - } - } - - LISTBASE_FOREACH(StudioLight *, sl, &studiolights) { - if ((sl->flag & flag)) { - return sl; - } - } - return NULL; + const char *default_name = ""; + + if (flag & STUDIOLIGHT_TYPE_WORLD) { + default_name = STUDIOLIGHT_WORLD_DEFAULT; + } + else if (flag & STUDIOLIGHT_TYPE_MATCAP) { + default_name = STUDIOLIGHT_MATCAP_DEFAULT; + } + + LISTBASE_FOREACH (StudioLight *, sl, &studiolights) { + if ((sl->flag & flag) && STREQ(sl->name, default_name)) { + return sl; + } + } + + LISTBASE_FOREACH (StudioLight *, sl, &studiolights) { + if ((sl->flag & flag)) { + return sl; + } + } + return NULL; } struct StudioLight *BKE_studiolight_find(const char *name, int flag) { - LISTBASE_FOREACH(StudioLight *, sl, &studiolights) { - if (STREQLEN(sl->name, name, FILE_MAXFILE)) { - if ((sl->flag & flag)) { - return sl; - } - else { - /* flags do not match, so use default */ - return BKE_studiolight_find_default(flag); - } - } - } - /* When not found, use the default studio light */ - return BKE_studiolight_find_default(flag); + LISTBASE_FOREACH (StudioLight *, sl, &studiolights) { + if (STREQLEN(sl->name, name, FILE_MAXFILE)) { + if ((sl->flag & flag)) { + return sl; + } + else { + /* flags do not match, so use default */ + return BKE_studiolight_find_default(flag); + } + } + } + /* When not found, use the default studio light */ + return BKE_studiolight_find_default(flag); } struct StudioLight *BKE_studiolight_findindex(int index, int flag) { - LISTBASE_FOREACH(StudioLight *, sl, &studiolights) { - if (sl->index == index) { - return sl; - } - } - /* When not found, use the default studio light */ - return BKE_studiolight_find_default(flag); + LISTBASE_FOREACH (StudioLight *, sl, &studiolights) { + if (sl->index == index) { + return sl; + } + } + /* When not found, use the default studio light */ + return BKE_studiolight_find_default(flag); } struct ListBase *BKE_studiolight_listbase(void) { - return &studiolights; + return &studiolights; } void BKE_studiolight_preview(uint *icon_buffer, StudioLight *sl, int icon_id_type) { - switch (icon_id_type) { - case STUDIOLIGHT_ICON_ID_TYPE_RADIANCE: - default: - { - studiolight_radiance_preview(icon_buffer, sl); - break; - } - case STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE: - { - studiolight_irradiance_preview(icon_buffer, sl); - break; - } - case STUDIOLIGHT_ICON_ID_TYPE_MATCAP: - { - studiolight_matcap_preview(icon_buffer, sl, false); - break; - } - case STUDIOLIGHT_ICON_ID_TYPE_MATCAP_FLIPPED: - { - studiolight_matcap_preview(icon_buffer, sl, true); - break; - } - } + switch (icon_id_type) { + case STUDIOLIGHT_ICON_ID_TYPE_RADIANCE: + default: { + studiolight_radiance_preview(icon_buffer, sl); + break; + } + case STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE: { + studiolight_irradiance_preview(icon_buffer, sl); + break; + } + case STUDIOLIGHT_ICON_ID_TYPE_MATCAP: { + studiolight_matcap_preview(icon_buffer, sl, false); + break; + } + case STUDIOLIGHT_ICON_ID_TYPE_MATCAP_FLIPPED: { + studiolight_matcap_preview(icon_buffer, sl, true); + break; + } + } } /* Ensure state of Studiolights */ void BKE_studiolight_ensure_flag(StudioLight *sl, int flag) { - if ((sl->flag & flag) == flag) { - return; - } - - if ((flag & STUDIOLIGHT_EXTERNAL_IMAGE_LOADED)) { - studiolight_load_equirect_image(sl); - } - if ((flag & STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED)) { - studiolight_calculate_radiance_cubemap_buffers(sl); - } - if ((flag & STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED)) { - if (!studiolight_load_spherical_harmonics_coefficients(sl)) { - studiolight_calculate_diffuse_light(sl); - } - } - if ((flag & STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE)) { - studiolight_create_equirect_radiance_gputexture(sl); - } - if ((flag & STUDIOLIGHT_EQUIRECT_IRRADIANCE_GPUTEXTURE)) { - studiolight_create_equirect_irradiance_gputexture(sl); - } - if ((flag & STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED)) { - if (!studiolight_load_irradiance_equirect_image(sl)) { - studiolight_calculate_irradiance_equirect_image(sl); - } - } + if ((sl->flag & flag) == flag) { + return; + } + + if ((flag & STUDIOLIGHT_EXTERNAL_IMAGE_LOADED)) { + studiolight_load_equirect_image(sl); + } + if ((flag & STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED)) { + studiolight_calculate_radiance_cubemap_buffers(sl); + } + if ((flag & STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED)) { + if (!studiolight_load_spherical_harmonics_coefficients(sl)) { + studiolight_calculate_diffuse_light(sl); + } + } + if ((flag & STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE)) { + studiolight_create_equirect_radiance_gputexture(sl); + } + if ((flag & STUDIOLIGHT_EQUIRECT_IRRADIANCE_GPUTEXTURE)) { + studiolight_create_equirect_irradiance_gputexture(sl); + } + if ((flag & STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED)) { + if (!studiolight_load_irradiance_equirect_image(sl)) { + studiolight_calculate_irradiance_equirect_image(sl); + } + } } /* @@ -1363,73 +1425,78 @@ void BKE_studiolight_ensure_flag(StudioLight *sl, int flag) */ void BKE_studiolight_remove(StudioLight *sl) { - if (sl->flag & STUDIOLIGHT_USER_DEFINED) { - BLI_remlink(&studiolights, sl); - studiolight_free(sl); - } + if (sl->flag & STUDIOLIGHT_USER_DEFINED) { + BLI_remlink(&studiolights, sl); + studiolight_free(sl); + } } StudioLight *BKE_studiolight_load(const char *path, int type) { - StudioLight *sl = studiolight_add_file(path, type | STUDIOLIGHT_USER_DEFINED); - return sl; + StudioLight *sl = studiolight_add_file(path, type | STUDIOLIGHT_USER_DEFINED); + return sl; } -StudioLight *BKE_studiolight_create(const char *path, const SolidLight light[4], const float light_ambient[3]) +StudioLight *BKE_studiolight_create(const char *path, + const SolidLight light[4], + const float light_ambient[3]) { - StudioLight *sl = studiolight_create(STUDIOLIGHT_EXTERNAL_FILE | STUDIOLIGHT_USER_DEFINED | STUDIOLIGHT_TYPE_STUDIO); + StudioLight *sl = studiolight_create(STUDIOLIGHT_EXTERNAL_FILE | STUDIOLIGHT_USER_DEFINED | + STUDIOLIGHT_TYPE_STUDIO); - char filename[FILE_MAXFILE]; - BLI_split_file_part(path, filename, FILE_MAXFILE); - STRNCPY(sl->path, path); - STRNCPY(sl->name, filename); + char filename[FILE_MAXFILE]; + BLI_split_file_part(path, filename, FILE_MAXFILE); + STRNCPY(sl->path, path); + STRNCPY(sl->name, filename); - memcpy(sl->light, light, sizeof(*light) * 4); - memcpy(sl->light_ambient, light_ambient, sizeof(*light_ambient) * 3); + memcpy(sl->light, light, sizeof(*light) * 4); + memcpy(sl->light_ambient, light_ambient, sizeof(*light_ambient) * 3); - studiolight_write_solid_light(sl); + studiolight_write_solid_light(sl); - BLI_addtail(&studiolights, sl); - return sl; + BLI_addtail(&studiolights, sl); + return sl; } /* Only useful for workbench while editing the userprefs. */ StudioLight *BKE_studiolight_studio_edit_get(void) { - static StudioLight sl = {0}; - sl.flag = STUDIOLIGHT_TYPE_STUDIO; + static StudioLight sl = {0}; + sl.flag = STUDIOLIGHT_TYPE_STUDIO; - memcpy(sl.light, U.light_param, sizeof(*sl.light) * 4); - memcpy(sl.light_ambient, U.light_ambient, sizeof(*sl.light_ambient) * 3); + memcpy(sl.light, U.light_param, sizeof(*sl.light) * 4); + memcpy(sl.light_ambient, U.light_ambient, sizeof(*sl.light_ambient) * 3); - return &sl; + return &sl; } void BKE_studiolight_refresh(void) { - BKE_studiolight_free(); - BKE_studiolight_init(); + BKE_studiolight_free(); + BKE_studiolight_init(); } -void BKE_studiolight_set_free_function(StudioLight *sl, StudioLightFreeFunction *free_function, void *data) +void BKE_studiolight_set_free_function(StudioLight *sl, + StudioLightFreeFunction *free_function, + void *data) { - sl->free_function = free_function; - sl->free_function_data = data; + sl->free_function = free_function; + sl->free_function_data = data; } void BKE_studiolight_unset_icon_id(StudioLight *sl, int icon_id) { - BLI_assert(sl != NULL); - if (sl->icon_id_radiance == icon_id) { - sl->icon_id_radiance = 0; - } - if (sl->icon_id_irradiance == icon_id) { - sl->icon_id_irradiance = 0; - } - if (sl->icon_id_matcap == icon_id) { - sl->icon_id_matcap = 0; - } - if (sl->icon_id_matcap_flipped == icon_id) { - sl->icon_id_matcap_flipped = 0; - } + BLI_assert(sl != NULL); + if (sl->icon_id_radiance == icon_id) { + sl->icon_id_radiance = 0; + } + if (sl->icon_id_irradiance == icon_id) { + sl->icon_id_irradiance = 0; + } + if (sl->icon_id_matcap == icon_id) { + sl->icon_id_matcap = 0; + } + if (sl->icon_id_matcap_flipped == icon_id) { + sl->icon_id_matcap_flipped = 0; + } } |