diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-11 17:55:14 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-11 18:02:13 +0300 |
commit | d3c4248946f65d287f18b3d6488cd450dfb6d81d (patch) | |
tree | 47ed70266631c5e40cf221031d84315d85f27983 /source/blender/draw | |
parent | 68b736ce248fbfc6eacfa2fed4f677523087accb (diff) |
Workbench: StudioLight HDRI's
The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.
Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.
I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
Diffstat (limited to 'source/blender/draw')
4 files changed, 17 insertions, 111 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h index a1a2a36e75a..524a94e5886 100644 --- a/source/blender/draw/DRW_engine.h +++ b/source/blender/draw/DRW_engine.h @@ -135,5 +135,4 @@ void DRW_opengl_context_disable(void); void DRW_deferred_shader_remove(struct GPUMaterial *mat); -uint *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size); #endif /* __DRW_ENGINE_H__ */ diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 0fee42619c3..680ac264233 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -338,6 +338,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata) if (v3d) { wpd->shading = v3d->shading; wpd->drawtype = v3d->drawtype; + wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light); } else { /* XXX: We should get the default shading from the view layer, after we implemented the render callback */ @@ -346,7 +347,9 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata) wpd->shading.shadow_intensity = 0.5; copy_v3_fl(wpd->shading.single_color, 0.8f); wpd->drawtype = OB_SOLID; + wpd->studio_light = BKE_studiolight_findindex(0); } + BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED); select_deferred_shaders(wpd); /* Deferred Mix Pass */ @@ -360,7 +363,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata) srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high); srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low); - studiolight_update_world(wpd->shading.studio_light, wd); + studiolight_update_world(wpd->studio_light, wd); wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL); DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data); diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index 7a646d056b5..dde62302f62 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -27,6 +27,8 @@ #define __WORKBENCH_PRIVATE_H__ +#include "BKE_studiolight.h" + #include "DNA_image_types.h" #include "DNA_view3d_types.h" @@ -81,6 +83,7 @@ typedef struct WORKBENCH_PrivateData { struct GPUShader *prepass_texture_sh; struct GPUShader *composite_sh; View3DShading shading; + StudioLight *studio_light; int drawtype; struct GPUUniformBuffer *world_ubo; struct DRWShadingGroup *shadow_shgrp; @@ -127,6 +130,6 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob void workbench_materials_cache_finish(WORKBENCH_Data *vedata); /* workbench_studiolight.c */ -void studiolight_update_world(int studio_light, WORKBENCH_UBO_World *wd); +void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd); #endif diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c index 5b1d4432ca7..f7d107ea403 100644 --- a/source/blender/draw/engines/workbench/workbench_studiolight.c +++ b/source/blender/draw/engines/workbench/workbench_studiolight.c @@ -22,118 +22,19 @@ /** \file workbench_studiolight.c * \ingroup draw_engine */ +#include "BKE_studiolight.h" + #include "DRW_engine.h" #include "workbench_private.h" #include "BLI_math.h" - -#define STUDIOLIGHT_X_POS 0 -#define STUDIOLIGHT_X_NEG 1 -#define STUDIOLIGHT_Y_POS 2 -#define STUDIOLIGHT_Y_NEG 3 -#define STUDIOLIGHT_Z_POS 4 -#define STUDIOLIGHT_Z_NEG 5 - -const float studiolights[][6][3] = { - { - {1.0, 0.8, 0.6}, - {1.0, 0.6, 0.6}, - {0.9, 0.9, 1.0}, - {0.05, 0.025, 0.025}, - {0.8, 0.8, 0.75}, - {1.0, 0.95, 0.8}, - }, - { - {0.0, 0.0, 0.0}, - {0.0, 0.0, 0.0}, - {0.0, 0.0, 0.0}, - {0.0, 0.0, 0.0}, - {0.8, 0.8, 1.0}, - {0.0, 0.0, 0.0}, - }, - { - {0.4, 0.3, 0.8}, - {0.4, 0.3, 0.8}, - {0.8, 0.8, 0.2}, - {0.0, 0.0, 0.0}, - {0.4, 0.4, 0.8}, - {0.0, 0.0, 0.0}, - }, - { - {0.2, 0.2, 0.0}, - {0.8, 0.2, 0.0}, - {0.8, 0.2, 0.0}, - {0.2, 0.2, 0.0}, - {0.8, 0.6, 0.4}, - {0.0, 0.0, 0.0}, - }, - { - {0.8, 0.2, 0.0}, - {0.8, 0.2, 0.0}, - {0.8, 0.6, 0.0}, - {0.2, 0.2, 0.0}, - {1.0, 0.5, 0.0}, - {0.0, 0.0, 0.0}, - }, -}; - -void studiolight_update_world(int studio_light, WORKBENCH_UBO_World *wd) -{ - copy_v3_v3(wd->diffuse_light_x_pos, studiolights[studio_light][STUDIOLIGHT_X_POS]); - copy_v3_v3(wd->diffuse_light_x_neg, studiolights[studio_light][STUDIOLIGHT_X_NEG]); - copy_v3_v3(wd->diffuse_light_y_pos, studiolights[studio_light][STUDIOLIGHT_Y_POS]); - copy_v3_v3(wd->diffuse_light_y_neg, studiolights[studio_light][STUDIOLIGHT_Y_NEG]); - copy_v3_v3(wd->diffuse_light_z_pos, studiolights[studio_light][STUDIOLIGHT_Z_POS]); - copy_v3_v3(wd->diffuse_light_z_neg, studiolights[studio_light][STUDIOLIGHT_Z_NEG]); -} - -uint *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size) +void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd) { - uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__); - int icon_center = icon_size / 2; - float sphere_radius = icon_center * 0.9; - - int offset = 0; - for (int y = 0; y < icon_size; y++) { - float dy = y - icon_center; - for (int x = 0; x < icon_size; x++) { - float dx = x - icon_center; - /* calculate aliasing */ - float alias = 0; - const float alias_step = 0.2; - for (float ay = dy - 0.5; ay < dy + 0.5; ay += alias_step) { - for (float ax = dx - 0.5; ax < dx + 0.5; ax += alias_step) { - if (sqrt(ay * ay + ax * ax) < sphere_radius) { - alias += alias_step * alias_step; - } - } - } - uint pixelresult = 0x0; - uint alias_i = clamp_i(alias * 256, 0, 255); - if (alias_i != 0) { - /* calculate normal */ - uint alias_mask = alias_i << 24; - float normal[3]; - normal[0] = dx / sphere_radius; - normal[1] = dy / sphere_radius; - normal[2] = sqrt(-(normal[0] * normal[0]) - (normal[1] * normal[1]) + 1); - normalize_v3(normal); - - float color[3]; - mul_v3_v3fl(color, studiolights[studiolight_id][STUDIOLIGHT_X_POS], clamp_f(normal[0], 0.0, 1.0)); - interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_X_NEG], clamp_f(-normal[0], 0.0, 1.0)); - interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_Y_POS], clamp_f(normal[1], 0.0, 1.0)); - interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_Y_NEG], clamp_f(-normal[1], 0.0, 1.0)); - interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_Z_POS], clamp_f(normal[2], 0.0, 1.0)); - - pixelresult = rgb_to_cpack( - linearrgb_to_srgb(color[0]), - linearrgb_to_srgb(color[1]), - linearrgb_to_srgb(color[2])) | alias_mask; - } - rect[offset++] = pixelresult; - } - } - return rect; + copy_v3_v3(wd->diffuse_light_x_pos, sl->diffuse_light[STUDIOLIGHT_X_POS]); + copy_v3_v3(wd->diffuse_light_x_neg, sl->diffuse_light[STUDIOLIGHT_X_NEG]); + copy_v3_v3(wd->diffuse_light_y_pos, sl->diffuse_light[STUDIOLIGHT_Y_POS]); + copy_v3_v3(wd->diffuse_light_y_neg, sl->diffuse_light[STUDIOLIGHT_Y_NEG]); + copy_v3_v3(wd->diffuse_light_z_pos, sl->diffuse_light[STUDIOLIGHT_Z_POS]); + copy_v3_v3(wd->diffuse_light_z_neg, sl->diffuse_light[STUDIOLIGHT_Z_NEG]); } |