diff options
Diffstat (limited to 'source/blender/blenkernel/intern/studiolight.c')
-rw-r--r-- | source/blender/blenkernel/intern/studiolight.c | 925 |
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..c20fe34b46a --- /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(); +} |