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:
Diffstat (limited to 'source/blender/blenkernel/intern/studiolight.c')
-rw-r--r--source/blender/blenkernel/intern/studiolight.c925
1 files changed, 925 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c
new file mode 100644
index 00000000000..b116e99e63b
--- /dev/null
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -0,0 +1,925 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2006-2007 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ *
+ */
+
+/** \file blender/blenkernel/intern/studiolight.c
+ * \ingroup bke
+ */
+
+#include "BKE_studiolight.h"
+
+#include "BKE_appdir.h"
+#include "BKE_icons.h"
+
+#include "BLI_fileops.h"
+#include "BLI_fileops_types.h"
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_path_util.h"
+#include "BLI_rand.h"
+#include "BLI_string.h"
+#include "BLI_string_utils.h"
+
+#include "DNA_listBase.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "GPU_texture.h"
+
+#include "MEM_guardedalloc.h"
+
+
+/* Statics */
+static ListBase studiolights;
+#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 16
+#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 64
+#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT * 2)
+
+static const char *STUDIOLIGHT_CAMERA_FOLDER = "studiolights/camera/";
+static const char *STUDIOLIGHT_WORLD_FOLDER = "studiolights/world/";
+static const char *STUDIOLIGHT_MATCAP_FOLDER = "studiolights/matcap/";
+
+/* FUNCTIONS */
+static void studiolight_free(struct StudioLight *sl)
+{
+ for (int index = 0 ; index < 6 ; index ++) {
+ if (sl->radiance_cubemap_buffers[index] != NULL) {
+ IMB_freeImBuf(sl->radiance_cubemap_buffers[index]);
+ sl->radiance_cubemap_buffers[index] = NULL;
+ }
+ }
+ if (sl->equirectangular_radiance_gputexture) {
+ GPU_texture_free(sl->equirectangular_radiance_gputexture);
+ sl->equirectangular_radiance_gputexture = NULL;
+ }
+
+ if (sl->equirectangular_irradiance_gputexture) {
+ GPU_texture_free(sl->equirectangular_irradiance_gputexture);
+ sl->equirectangular_irradiance_gputexture = NULL;
+ }
+
+ if (sl->equirectangular_radiance_buffer) {
+ IMB_freeImBuf(sl->equirectangular_radiance_buffer);
+ sl->equirectangular_radiance_buffer = NULL;
+ }
+
+ if (sl->equirectangular_irradiance_buffer) {
+ IMB_freeImBuf(sl->equirectangular_irradiance_buffer);
+ sl->equirectangular_irradiance_buffer = NULL;
+ }
+ if (sl->path_irr) {
+ MEM_freeN(sl->path_irr);
+ sl->path_irr = NULL;
+ }
+ if (sl->gpu_matcap_3components) {
+ MEM_freeN(sl->gpu_matcap_3components);
+ sl->gpu_matcap_3components = NULL;
+ }
+ MEM_freeN(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 = NULL;
+ sl->flag = flag;
+ sl->index = BLI_listbase_count(&studiolights);
+ if (flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL) {
+ 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);
+ sl->icon_id_irradiance = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE);
+ }
+
+ for (int index = 0 ; index < 6 ; index ++) {
+ sl->radiance_cubemap_buffers[index] = NULL;
+ }
+ return sl;
+}
+
+static void direction_to_equirectangular(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;
+}
+
+static void equirectangular_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);
+}
+
+static void studiolight_calculate_radiance(ImBuf *ibuf, float color[4], const float direction[3])
+{
+ float uv[2];
+ direction_to_equirectangular(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 float start_x, const float add_x,
+ const float start_y, const float add_y, const float z,
+ const int index_x, const int index_y, const int index_z)
+{
+ float direction[3];
+ float yf = start_y;
+ float xf;
+ float *color = colbuf;
+
+ for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++, yf += add_y) {
+ xf = start_x;
+ for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++, xf += add_x) {
+ direction[index_x] = xf;
+ direction[index_y] = yf;
+ direction[index_z] = z;
+ normalize_v3(direction);
+ studiolight_calculate_radiance(ibuf, color, direction);
+ color += 4;
+ }
+ }
+}
+
+static void studiolight_load_equirectangular_image(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ ImBuf *ibuf = NULL;
+ ibuf = IMB_loadiffname(sl->path, 0, NULL);
+ if (ibuf) {
+ IMB_float_from_rect(ibuf);
+ sl->equirectangular_radiance_buffer = ibuf;
+ }
+ }
+ sl->flag |= STUDIOLIGHT_EXTERNAL_IMAGE_LOADED;
+}
+
+static void studiolight_create_equirectangular_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->equirectangular_radiance_buffer;
+
+ if (sl->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL) {
+ sl->gpu_matcap_3components = MEM_callocN(sizeof(float[3]) * ibuf->x * ibuf->y, __func__);
+
+ float *offset4 = ibuf->rect_float;
+ float *offset3 = sl->gpu_matcap_3components;
+ for (int i = 0 ; i < ibuf->x * ibuf->y; i++) {
+ copy_v3_v3(offset3, offset4);
+ offset3 += 3;
+ offset4 += 4;
+ }
+ sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(
+ ibuf->x, ibuf->y, GPU_R11F_G11F_B10F, sl->gpu_matcap_3components, error);
+ }
+ else {
+ sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(
+ ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
+ GPUTexture *tex = sl->equirectangular_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_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE;
+}
+
+static void studiolight_create_equirectangular_irradiance_gputexture(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ char error[256];
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
+ ImBuf *ibuf = sl->equirectangular_irradiance_buffer;
+ sl->equirectangular_irradiance_gputexture = GPU_texture_create_2D(
+ ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
+ GPUTexture *tex = sl->equirectangular_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_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE;
+}
+
+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->equirectangular_radiance_buffer;
+ if (ibuf) {
+ float *colbuf = MEM_mallocN(SQUARE(STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) * sizeof(float[4]), __func__);
+ const float add = 1.0f / (STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE + 1);
+ const float start = ((1.0f / STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) * 0.5f) - 0.5f;
+
+ /* front */
+ studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, start, add, 0.5f, 0, 2, 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, -start, -add, start, add, -0.5f, 0, 2, 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, -start, -add, start, add, 0.5f, 1, 2, 0);
+ 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, start, add, start, add, -0.5f, 1, 2, 0);
+ 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, start, add, start, add, -0.5f, 0, 1, 2);
+ 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, start, add, -start, -add, 0.5f, 0, 1, 2);
+ 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);
+#endif
+ MEM_freeN(colbuf);
+ }
+ }
+ sl->flag |= STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED;
+}
+
+BLI_INLINE void studiolight_evaluate_radiance_buffer(
+ ImBuf *radiance_buffer, const float normal[3], float color[3], int *hits,
+ int xoffset, int yoffset, int zoffset, float zvalue)
+{
+ if (radiance_buffer == NULL) {
+ return;
+ }
+ float angle;
+ float *radiance_color = radiance_buffer->rect_float;
+ float direction[3];
+ for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
+ for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
+ // calculate light direction;
+ direction[zoffset] = zvalue;
+ direction[xoffset] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
+ direction[yoffset] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
+ normalize_v3(direction);
+ angle = fmax(0.0f, dot_v3v3(direction, normal));
+ madd_v3_v3fl(color, radiance_color, angle);
+ (*hits) ++;
+ radiance_color += 4;
+ }
+ }
+
+}
+
+static void studiolight_calculate_irradiance(StudioLight *sl, float color[3], const float normal[3])
+{
+ int hits = 0;
+ copy_v3_fl(color, 0.0f);
+
+ /* back */
+ studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], normal, color, &hits, 0, 2, 1, 0.5);
+ /* front */
+ studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], normal, color, &hits, 0, 2, 1, -0.5);
+
+ /* left */
+ studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], normal, color, &hits, 1, 2, 0, 0.5);
+ /* right */
+ studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], normal, color, &hits, 1, 2, 0, -0.5);
+
+ /* top */
+ studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], normal, color, &hits, 0, 1, 2, 0.5);
+ /* bottom */
+ studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], normal, color, &hits, 0, 1, 2, -0.5);
+
+ if (hits) {
+ mul_v3_fl(color, 3.0 / hits);
+ }
+ else {
+ copy_v3_fl3(color, 1.0, 0.0, 1.0);
+ }
+}
+
+
+static void studiolight_calculate_diffuse_light(StudioLight *sl)
+{
+ /* init light to black */
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 0.0f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 0.0f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.0f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.0f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.0f);
+
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ const float normal_x_neg[3] = {-1.0f, 0.0f, 0.0f};
+ const float normal_x_pos[3] = { 1.0f, 0.0f, 0.0f};
+ const float normal_y_neg[3] = { 0.0f, 1.0f, 0.0f};
+ const float normal_y_pos[3] = { 0.0f, -1.0f, 0.0f};
+ const float normal_z_neg[3] = { 0.0f, 0.0f, -1.0f};
+ const float normal_z_pos[3] = { 0.0f, 0.0f, 1.0f};
+
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED);
+
+ studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_X_POS], normal_x_pos);
+ studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_X_NEG], normal_x_neg);
+ studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_Y_POS], normal_y_pos);
+ studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_Y_NEG], normal_y_neg);
+ studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_Z_POS], normal_z_pos);
+ studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_Z_NEG], normal_z_neg);
+ }
+ sl->flag |= STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED;
+}
+
+static float area_element(float x, float y )
+{
+ return atan2f(x * y, sqrt(x * x + y * y + 1));
+}
+
+static float texel_coord_solid_angle(float a_U, float a_V, int a_Size)
+{
+ //scale up to [-1, 1] range (inclusive), offset by 0.5 to point to texel center.
+ float u = (2.0f * ((float)a_U + 0.5f) / (float)a_Size ) - 1.0f;
+ float v = (2.0f * ((float)a_V + 0.5f) / (float)a_Size ) - 1.0f;
+
+ float resolution_inv = 1.0f / a_Size;
+
+ // U and V are the -1..1 texture coordinate on the current face.
+ // Get projected area for this texel
+ float x0 = u - resolution_inv;
+ float y0 = v - resolution_inv;
+ float x1 = u + resolution_inv;
+ float y1 = v + resolution_inv;
+ return area_element(x0, y0) - area_element(x0, y1) - area_element(x1, y0) + area_element(x1, y1);
+}
+
+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 zvalue)
+{
+ if (radiance_buffer == NULL) {
+ return;
+ }
+ float angle;
+ float *radiance_color = radiance_buffer->rect_float;
+ float direction[3];
+ for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
+ for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
+ // calculate light direction;
+ float u = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
+ float v = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
+ direction[zoffset] = zvalue;
+ direction[xoffset] = u;
+ direction[yoffset] = v;
+ normalize_v3(direction);
+ angle = fmax(0.0f, dot_v3v3(direction, normal)) * texel_coord_solid_angle(x, y, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ madd_v3_v3fl(color, radiance_color, angle);
+ radiance_color += 4;
+ }
+ }
+
+}
+
+static void studiolight_calculate_specular_irradiance(StudioLight *sl, float color[3], const float normal[3])
+{
+ copy_v3_fl(color, 0.0f);
+
+ /* back */
+ studiolight_evaluate_specular_radiance_buffer(
+ sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], normal, color, 0, 2, 1, 0.5);
+ /* front */
+ studiolight_evaluate_specular_radiance_buffer(
+ sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], normal, color, 0, 2, 1, -0.5);
+
+ /* left */
+ studiolight_evaluate_specular_radiance_buffer(
+ sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], normal, color, 1, 2, 0, 0.5);
+ /* right */
+ studiolight_evaluate_specular_radiance_buffer(
+ sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], normal, color, 1, 2, 0, -0.5);
+
+ /* top */
+ studiolight_evaluate_specular_radiance_buffer(
+ sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], normal, color, 0, 1, 2, 0.5);
+ /* bottom */
+ studiolight_evaluate_specular_radiance_buffer(
+ sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], normal, color, 0, 1, 2, -0.5);
+
+ mul_v3_fl(color, 1.0 / M_PI);
+}
+
+static bool studiolight_load_irradiance_equirectangular_image(StudioLight *sl)
+{
+#if 1
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ ImBuf *ibuf = NULL;
+ ibuf = IMB_loadiffname(sl->path_irr, 0, NULL);
+ if (ibuf) {
+ IMB_float_from_rect(ibuf);
+ sl->equirectangular_irradiance_buffer = ibuf;
+ sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED;
+ return true;
+ }
+ }
+#endif
+ return false;
+}
+
+static void studiolight_calculate_irradiance_equirectangular_image(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ /* check for cached irr file */
+
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED);
+
+ float *colbuf = MEM_mallocN(STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH * STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT * sizeof(float[4]), __func__);
+ float *color = colbuf;
+ for (int y = 0; y < STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT ; y ++) {
+ float yf = y / (float)STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT;
+
+ for (int x = 0; x < STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH ; x ++) {
+ float xf = x / (float)STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH;
+ float dir[3];
+ equirectangular_to_direction(dir, xf, yf);
+ studiolight_calculate_specular_irradiance(sl, color, dir);
+ color[3] = 1.0f;
+ color += 4;
+ }
+ }
+ sl->equirectangular_irradiance_buffer = IMB_allocFromBuffer(
+ NULL, colbuf,
+ STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH,
+ STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT);
+ MEM_freeN(colbuf);
+
+ if (sl->flag | STUDIOLIGHT_USER_DEFINED) {
+ IMB_saveiff(sl->equirectangular_irradiance_buffer, sl->path_irr, IB_rectfloat);
+ }
+ }
+ sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED;
+}
+
+static void studiolight_calculate_light_direction(StudioLight *sl)
+{
+ float best_light = 0.0;
+ sl->light_direction[0] = 0.0f;
+ sl->light_direction[1] = 0.0f;
+ sl->light_direction[2] = -1.0f;
+
+ if ((sl->flag & STUDIOLIGHT_EXTERNAL_FILE) && (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
+ ImBuf *ibuf = sl->equirectangular_irradiance_buffer;
+ if (ibuf) {
+ /* go over every pixel, determine light, if higher calc direction off the light */
+ float new_light;
+ float *color = ibuf->rect_float;
+ for (int y = 0; y < STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT; y ++) {
+ for (int x = 0; x < STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH; x ++) {
+ new_light = color[0] + color[1] + color[2];
+ if (new_light > best_light) {
+ float u = x / (float)STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH;
+ float v = y / (float)STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT;
+ equirectangular_to_direction(sl->light_direction, u, v);
+ SWAP(float, sl->light_direction[0], sl->light_direction[1]);
+ normalize_v3(sl->light_direction);
+ negate_v3(sl->light_direction);
+ best_light = new_light;
+ }
+ color += 4;
+ }
+ }
+ }
+ }
+ sl->flag |= STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED;
+}
+
+static void studiolight_add_files_from_datafolder(const int folder_id, const char *subfolder, int flag)
+{
+ StudioLight *sl;
+ 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)) {
+ const char *filename = dir[i].relname;
+ const char *path = dir[i].path;
+ if (BLI_path_extension_check_array(filename, imb_ext_image)) {
+ sl = studiolight_create(STUDIOLIGHT_EXTERNAL_FILE | flag);
+ BLI_strncpy(sl->name, filename, FILE_MAXFILE);
+ BLI_strncpy(sl->path, path, FILE_MAXFILE);
+ sl->path_irr = BLI_string_joinN(path, ".irr");
+ BLI_addtail(&studiolights, sl);
+ }
+ }
+ }
+ 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;
+}
+
+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);
+ }
+}
+
+/* icons */
+
+/* Takes normalized uvs as parameter (range from 0 to 1).
+ * inner_edge and outer_edge are distances (from the center)
+ * 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;
+}
+
+#define STUDIOLIGHT_DIAMETER 0.95f
+
+static uint *studiolight_radiance_preview(StudioLight *sl, int icon_size)
+{
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
+
+ uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
+ float pixel_size = 1.0f / (float)icon_size;
+
+ int offset = 0;
+ for (int y = 0; y < icon_size; y++) {
+ float dy = (y + 0.5f) / (float)icon_size;
+ dy = dy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+ for (int x = 0; x < icon_size; x++) {
+ float dx = (x + 0.5f) / (float)icon_size;
+ dx = dx / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+
+ uint pixelresult = 0x0;
+ uint alphamask = alpha_circle_mask(dx, dy, 0.5f - pixel_size, 0.5f);
+ if (alphamask != 0) {
+ float incoming[3] = {0.0f, 0.0f, -1.0f};
+
+ float normal[3];
+ normal[0] = dx * 2.0f - 1.0f;
+ normal[1] = dy * 2.0f - 1.0f;
+ float dist = len_v2(normal);
+ normal[2] = sqrtf(1.0f - SQUARE(dist));
+
+ float direction[3];
+ reflect_v3_v3v3(direction, incoming, normal);
+
+ /* We want to see horizon not poles. */
+ SWAP(float, direction[1], direction[2]);
+ direction[1] = -direction[1];
+
+ float color[4];
+ studiolight_calculate_radiance(sl->equirectangular_radiance_buffer, color, direction);
+
+ pixelresult = rgb_to_cpack(
+ linearrgb_to_srgb(color[0]),
+ linearrgb_to_srgb(color[1]),
+ linearrgb_to_srgb(color[2])) | alphamask;
+ }
+ rect[offset++] = pixelresult;
+ }
+ }
+ return rect;
+}
+
+static uint *studiolight_matcap_preview(StudioLight *sl, int icon_size, bool flipped)
+{
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
+
+ uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
+ float color[4];
+ float fx, fy;
+ float pixel_size = 1.0f / (float)icon_size;
+ int offset = 0;
+ ImBuf *ibuf = sl->equirectangular_radiance_buffer;
+
+ for (int y = 0; y < icon_size; y++) {
+ fy = (y + 0.5f) / (float)icon_size;
+ fy = fy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+ for (int x = 0; x < icon_size; x++) {
+ fx = (x + 0.5f) / (float)icon_size;
+ fx = fx / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+ if (flipped) {
+ fx = 1.0f - fx;
+ }
+ nearest_interpolation_color(ibuf, NULL, color, fx * ibuf->x, fy * ibuf->y);
+
+ uint alphamask = alpha_circle_mask(fx, fy, 0.5f - pixel_size, 0.5f);
+
+ rect[offset++] = rgb_to_cpack(
+ linearrgb_to_srgb(color[0]),
+ linearrgb_to_srgb(color[1]),
+ linearrgb_to_srgb(color[2])) | alphamask;
+ }
+ }
+ return rect;
+}
+
+static uint *studiolight_irradiance_preview(StudioLight *sl, int icon_size)
+{
+#if 0
+ if (!(sl->flag & STUDIOLIGHT_EXTERNAL_FILE))
+#endif
+ {
+
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
+
+ uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
+ float pixel_size = 1.0f / (float)icon_size;
+
+ int offset = 0;
+ for (int y = 0; y < icon_size; y++) {
+ float dy = (y + 0.5f) / (float)icon_size;
+ dy = dy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+ for (int x = 0; x < icon_size; x++) {
+ float dx = (x + 0.5f) / (float)icon_size;
+ dx = dx / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+
+ uint pixelresult = 0x0;
+ uint alphamask = alpha_circle_mask(dx, dy, 0.5f - pixel_size, 0.5f);
+ if (alphamask != 0) {
+ /* calculate normal */
+ float normal[3];
+ normal[0] = dx * 2.0f - 1.0f;
+ normal[1] = dy * 2.0f - 1.0f;
+ float dist = len_v2(normal);
+ normal[2] = sqrtf(1.0f - SQUARE(dist));
+
+ float color[3];
+ mul_v3_v3fl(color, sl->diffuse_light[STUDIOLIGHT_X_POS], clamp_f(normal[0], 0.0, 1.0));
+ interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_X_NEG], clamp_f(-normal[0], 0.0, 1.0));
+ interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_POS], clamp_f(normal[1], 0.0, 1.0));
+ interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_NEG], clamp_f(-normal[1], 0.0, 1.0));
+ interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Y_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])) | alphamask;
+ }
+ rect[offset++] = pixelresult;
+ }
+ }
+ return rect;
+ }
+#if 0
+ else {
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
+
+ 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 = 0.333;
+ 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 incoming[3];
+ copy_v3_fl3(incoming, 0.0, 1.0, 0.0);
+
+ float normal[3];
+ normal[0] = dx / sphere_radius;
+ normal[2] = dy / sphere_radius;
+ normal[1] = -sqrt(-(normal[0] * normal[0]) - (normal[2] * normal[2]) + 1);
+ normalize_v3(normal);
+
+ float direction[3];
+ reflect_v3_v3v3(direction, incoming, normal);
+
+ float color[4];
+ studiolight_calculate_radiance(sl->equirectangular_irradiance_buffer, color, direction);
+
+ 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;
+ }
+#endif
+}
+
+/* API */
+void BKE_studiolight_init(void)
+{
+ StudioLight *sl;
+ /* go over the preset folder and add a studiolight for every image with its path */
+ /* order studio lights by name */
+ /* Also reserve icon space for it. */
+ /* Add default studio light */
+ sl = studiolight_create(STUDIOLIGHT_INTERNAL | STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA);
+ BLI_strncpy(sl->name, "INTERNAL_01", FILE_MAXFILE);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 1.5f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 0.8f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.05f);
+ copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.2f);
+ copy_v3_fl3(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.1f, 0.0f, 0.0f);
+ BLI_addtail(&studiolights, sl);
+
+ studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
+ studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_USER_DEFINED);
+ studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
+ studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD | STUDIOLIGHT_USER_DEFINED);
+ studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_MATCAP_FOLDER, STUDIOLIGHT_ORIENTATION_VIEWNORMAL);
+ studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_MATCAP_FOLDER, STUDIOLIGHT_ORIENTATION_VIEWNORMAL | STUDIOLIGHT_USER_DEFINED);
+
+ /* 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 *BKE_studiolight_find_first(int flag)
+{
+ 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_first(flag);
+ }
+ }
+ }
+ /* When not found, use the default studio light */
+ return BKE_studiolight_find_first(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_first(flag);
+}
+
+struct ListBase *BKE_studiolight_listbase(void)
+{
+ return &studiolights;
+}
+
+uint *BKE_studiolight_preview(StudioLight *sl, int icon_size, int icon_id_type)
+{
+ switch (icon_id_type) {
+ case STUDIOLIGHT_ICON_ID_TYPE_RADIANCE:
+ default:
+ return studiolight_radiance_preview(sl, icon_size);
+ case STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE:
+ return studiolight_irradiance_preview(sl, icon_size);
+ case STUDIOLIGHT_ICON_ID_TYPE_MATCAP:
+ return studiolight_matcap_preview(sl, icon_size, false);
+ case STUDIOLIGHT_ICON_ID_TYPE_MATCAP_FLIPPED:
+ return studiolight_matcap_preview(sl, icon_size, true);
+ }
+}
+
+void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
+{
+ if ((sl->flag & flag) == flag) {
+ return;
+ }
+
+ if ((flag & STUDIOLIGHT_EXTERNAL_IMAGE_LOADED)) {
+ studiolight_load_equirectangular_image(sl);
+ }
+ if ((flag & STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED)) {
+ studiolight_calculate_radiance_cubemap_buffers(sl);
+ }
+ if ((flag & STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED)) {
+ studiolight_calculate_diffuse_light(sl);
+ }
+ if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE)) {
+ studiolight_create_equirectangular_radiance_gputexture(sl);
+ }
+ if ((flag & STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED)) {
+ studiolight_calculate_light_direction(sl);
+ }
+ if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE)) {
+ studiolight_create_equirectangular_irradiance_gputexture(sl);
+ }
+ if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED)) {
+ if (!studiolight_load_irradiance_equirectangular_image(sl)) {
+ studiolight_calculate_irradiance_equirectangular_image(sl);
+ }
+ }
+}
+
+void BKE_studiolight_refresh(void)
+{
+ BKE_studiolight_free();
+ BKE_studiolight_init();
+}