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Diffstat (limited to 'source/blender/blenkernel/intern/studiolight.c')
-rw-r--r--source/blender/blenkernel/intern/studiolight.c1200
1 files changed, 1200 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..b2a1785542c
--- /dev/null
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -0,0 +1,1200 @@
+/*
+ * ***** 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_math_color.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;
+static int last_studiolight_id = 0;
+#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 128
+#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 32
+#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT * 2)
+
+#define STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE 0
+#define STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS 1
+/*
+ * The method to calculate the irradiance buffers
+ * The irradiance buffer is only shown in the background when in LookDev.
+ *
+ * STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE is very slow, but very accurate
+ * STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is faster but has artifacts
+ */
+// #define STUDIOLIGHT_IRRADIANCE_METHOD STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE
+#define STUDIOLIGHT_IRRADIANCE_METHOD STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS
+
+#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 2
+# define STUDIOLIGHT_SPHERICAL_HARMONICS_WINDOWING
+#endif
+
+/*
+ * Disable this option so caches are not loaded from disk
+ * Do not checkin with this commented out
+ */
+#define STUDIOLIGHT_LOAD_CACHED_FILES
+
+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 */
+#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);
+#undef STUDIOLIGHT_DELETE_ICON
+
+ for (int index = 0 ; index < 6 ; index ++) {
+ IMB_SAFE_FREE(sl->radiance_cubemap_buffers[index]);
+ }
+ GPU_TEXTURE_SAFE_FREE(sl->equirectangular_radiance_gputexture);
+ GPU_TEXTURE_SAFE_FREE(sl->equirectangular_irradiance_gputexture);
+ IMB_SAFE_FREE(sl->equirectangular_radiance_buffer);
+ IMB_SAFE_FREE(sl->equirectangular_irradiance_buffer);
+ MEM_SAFE_FREE(sl->path_irr_cache);
+ MEM_SAFE_FREE(sl->path_sh_cache);
+ MEM_SAFE_FREE(sl->gpu_matcap_3components);
+ 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_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 == 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->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;
+ }
+ }
+
+}
+
+/*
+ * Spherical Harmonics
+ */
+BLI_INLINE float studiolight_area_element(float x, float y)
+{
+ return atan2(x * y, sqrtf(x * x + y * y + 1));
+}
+
+BLI_INLINE float studiolight_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;
+
+ return studiolight_area_element(v1x, v1y) - studiolight_area_element(v1x, v2y) - studiolight_area_element(v2x, v1y) + studiolight_area_element(v2x, v2y);
+}
+
+static void studiolight_calculate_cubemap_vector_weight(float normal[3], float *weight, int face, float x, float y)
+{
+ copy_v3_fl3(normal, x * 2.0f - 1.0f, y * 2.0f - 1.0f, 1.0f);
+ 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},
+ }
+ };
+
+ mul_m3_v3(conversion_matrices[face], normal);
+ normalize_v3(normal);
+ const float halfpix = 1.0f / (2.0f * STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ *weight = studiolight_texel_solid_angle(x + halfpix, y + halfpix, halfpix);
+}
+
+static void studiolight_calculate_spherical_harmonics_coefficient(StudioLight *sl, int sh_component)
+{
+ const float M_4PI = M_PI * 4.0f;
+
+ float weight_accum = 0.0f;
+ float sh[3] = {0.0f, 0.0f, 0.0f};
+ for (int face = 0; face < 6; face++) {
+ float *color;
+ color = sl->radiance_cubemap_buffers[face]->rect_float;
+ for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y++) {
+ float yf = y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE;
+ for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x++) {
+ float xf = x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE;
+ float weight, coef;
+ float cubevec[3];
+ studiolight_calculate_cubemap_vector_weight(cubevec, &weight, face, xf, yf);
+
+ switch (sh_component) {
+ case 0:
+ {
+ coef = 0.2822095f;
+ break;
+ }
+
+ case 1:
+ {
+ coef = -0.488603f * cubevec[2] * 2.0f / 3.0f;
+ break;
+ }
+ case 2:
+ {
+ coef = 0.488603f * cubevec[1] * 2.0f / 3.0f;
+ break;
+ }
+ case 3:
+ {
+ coef = -0.488603f * cubevec[0] * 2.0f / 3.0f;
+ break;
+ }
+
+ case 4:
+ {
+ coef = 1.092548f * cubevec[0] * cubevec[2] * 1.0f / 4.0f;
+ break;
+ }
+ case 5:
+ {
+ coef = -1.092548f * cubevec[2] * cubevec[1] * 1.0f / 4.0f;
+ break;
+ }
+ case 6:
+ {
+ coef = 0.315392f * (3.0f * cubevec[2] * cubevec[2] - 1.0f) * 1.0f / 4.0f;
+ break;
+ }
+ case 7:
+ {
+ coef = 1.092548f * cubevec[0] * cubevec[1] * 1.0f / 4.0f;
+ break;
+ }
+ case 8:
+ {
+ coef = 0.546274f * (cubevec[0] * cubevec[0] - cubevec[2] * cubevec[2]) * 1.0f / 4.0f;
+ break;
+ }
+
+ default:
+ {
+ coef = 0.0f;
+ }
+ }
+
+ madd_v3_v3fl(sh, color, coef * weight);
+ weight_accum += weight;
+ color += 4;
+ }
+ }
+ }
+
+ mul_v3_fl(sh, M_4PI / weight_accum);
+ copy_v3_v3(sl->spherical_harmonics_coefs[sh_component], sh);
+}
+
+#ifdef STUDIOLIGHT_SPHERICAL_HARMONICS_WINDOWING
+static void studiolight_calculate_spherical_harmonics_luminance(StudioLight *sl, float luminance[STUDIOLIGHT_SPHERICAL_HARMONICS_COMPONENTS])
+{
+ for (int index = 0; index < STUDIOLIGHT_SPHERICAL_HARMONICS_COMPONENTS; index++) {
+ luminance[index] = rgb_to_grayscale(sl->spherical_harmonics_coefs[index]);
+ }
+}
+
+static void studiolight_apply_spherical_harmonics_windowing(StudioLight *sl, float max_lamplacian)
+{
+ /* From Peter-Pike Sloan's Stupid SH Tricks http://www.ppsloan.org/publications/StupidSH36.pdf */
+ float table_l[STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL + 1];
+ float table_b[STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL + 1];
+
+ table_l[0] = 0.0f;
+ table_b[0] = 0.0f;
+
+ /* convert to luminance */
+ float luminance[STUDIOLIGHT_SPHERICAL_HARMONICS_COMPONENTS];
+ studiolight_calculate_spherical_harmonics_luminance(sl, luminance);
+
+ int index = 1;
+ for (int level = 1; level <= STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL; level++) {
+ table_l[level] = (float)(SQUARE(level) * SQUARE(level + 1));
+
+ float b = 0.0f;
+ for (int m = -1; m <= level; m++) {
+ b += SQUARE(luminance[index++]);
+ }
+ table_b[level] = b;
+ }
+
+ float squared_lamplacian = 0.0f;
+ for (int level = 1; level <= STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL; level++) {
+ squared_lamplacian += table_l[level] * table_b[level];
+ }
+
+ const float target_squared_laplacian = max_lamplacian * max_lamplacian;
+ if (squared_lamplacian <= target_squared_laplacian) {
+ return;
+ }
+
+ float lambda = 0.0f;
+
+ 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 <= (int)STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL; ++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;
+ }
+ }
+
+ /* Apply windowing lambda */
+ index = 0;
+ for (int level = 0; level <= STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL; level ++) {
+ float s = 1.0f / (1.0f + lambda * SQUARE(level) * SQUARE(level + 1.0f));
+
+ for (int m = -1; m <= level; m++) {
+ mul_v3_fl(sl->spherical_harmonics_coefs[index++], s);
+ }
+ }
+}
+#endif
+
+BLI_INLINE void studiolight_sample_spherical_harmonics(StudioLight *sl, float color[3], float normal[3])
+{
+ copy_v3_fl(color, 0.0f);
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[0], 0.282095f);
+
+#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 0
+ /* Spherical Harmonics L1 */
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[1], -0.488603f * normal[2]);
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[2], 0.488603f * normal[1]);
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[3], -0.488603f * normal[0]);
+#endif
+
+#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 1
+ /* Spherical Harmonics L1 */
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[4], 1.092548f * normal[0] * normal[2]);
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[5], -1.092548f * normal[2] * normal[1]);
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[6], 0.315392f * (3.0f * normal[1] * normal[1] - 1.0f));
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[7], -1.092548 * normal[0] * normal[1]);
+ madd_v3_v3fl(color, sl->spherical_harmonics_coefs[8], 0.546274 * (normal[0] * normal[0] - normal[2] * normal[2]));
+#endif
+}
+
+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);
+
+ for (int comp = 0; comp < STUDIOLIGHT_SPHERICAL_HARMONICS_COMPONENTS; comp ++) {
+ studiolight_calculate_spherical_harmonics_coefficient(sl, comp);
+ }
+
+#ifdef STUDIOLIGHT_SPHERICAL_HARMONICS_WINDOWING
+ studiolight_apply_spherical_harmonics_windowing(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_WINDOWING_TARGET_LAMPLACIAN);
+#endif
+
+ 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;
+}
+
+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 studiolight_area_element(x0, y0) - studiolight_area_element(x0, y1) - studiolight_area_element(x1, y0) + studiolight_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;
+ }
+ }
+
+}
+
+#if STUDIOLIGHT_IRRADIANCE_METHOD == STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE
+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);
+}
+#endif
+
+static bool studiolight_load_irradiance_equirectangular_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->equirectangular_irradiance_buffer = ibuf;
+ sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED;
+ return true;
+ }
+ }
+#endif
+ 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);
+ }
+ }
+#endif
+ return false;
+}
+
+static void studiolight_calculate_irradiance_equirectangular_image(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+#if STUDIOLIGHT_IRRADIANCE_METHOD == STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED);
+#endif
+#if STUDIOLIGHT_IRRADIANCE_METHOD == STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED);
+#endif
+
+ 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);
+
+#if STUDIOLIGHT_IRRADIANCE_METHOD == STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE
+ studiolight_calculate_specular_irradiance(sl, color, dir);
+#endif
+#if STUDIOLIGHT_IRRADIANCE_METHOD == STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS
+ studiolight_sample_spherical_harmonics(sl, color, dir);
+#endif
+
+ 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 STUDIOLIGHT_IRRADIANCE_METHOD == STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE
+ /*
+ * Only store cached files when using STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE
+ */
+ if (sl->flag & STUDIOLIGHT_USER_DEFINED) {
+ IMB_saveiff(sl->equirectangular_irradiance_buffer, sl->path_irr_cache, IB_rectfloat);
+ }
+#endif
+ }
+ 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 StudioLight *studiolight_add_file(const char *path, int flag)
+{
+ char filename[FILE_MAXFILE];
+ BLI_split_file_part(path, filename, FILE_MAXFILE);
+ if (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);
+ 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)
+{
+ 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;
+}
+
+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 void studiolight_radiance_preview(uint *icon_buffer, StudioLight *sl)
+{
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
+
+ float pixel_size = 1.0f / (float)STUDIOLIGHT_ICON_SIZE;
+
+ int offset = 0;
+ for (int y = 0; y < STUDIOLIGHT_ICON_SIZE; y++) {
+ float dy = (y + 0.5f) / (float)STUDIOLIGHT_ICON_SIZE;
+ dy = dy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+ for (int x = 0; x < STUDIOLIGHT_ICON_SIZE; x++) {
+ float dx = (x + 0.5f) / (float)STUDIOLIGHT_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;
+ }
+ icon_buffer[offset++] = pixelresult;
+ }
+ }
+}
+
+static void studiolight_matcap_preview(uint *icon_buffer, StudioLight *sl, bool flipped)
+{
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
+
+ float color[4];
+ float fx, fy;
+ float pixel_size = 1.0f / (float)STUDIOLIGHT_ICON_SIZE;
+ int offset = 0;
+ ImBuf *ibuf = sl->equirectangular_radiance_buffer;
+
+ for (int y = 0; y < STUDIOLIGHT_ICON_SIZE; y++) {
+ fy = (y + 0.5f) / (float)STUDIOLIGHT_ICON_SIZE;
+ fy = fy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+ for (int x = 0; x < STUDIOLIGHT_ICON_SIZE; x++) {
+ fx = (x + 0.5f) / (float)STUDIOLIGHT_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);
+
+ icon_buffer[offset++] = rgb_to_cpack(
+ linearrgb_to_srgb(color[0]),
+ linearrgb_to_srgb(color[1]),
+ linearrgb_to_srgb(color[2])) | alphamask;
+ }
+ }
+}
+
+static void studiolight_irradiance_preview(uint *icon_buffer, StudioLight *sl)
+{
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED);
+
+ float pixel_size = 1.0f / (float)STUDIOLIGHT_ICON_SIZE;
+
+ int offset = 0;
+ for (int y = 0; y < STUDIOLIGHT_ICON_SIZE; y++) {
+ float dy = (y + 0.5f) / (float)STUDIOLIGHT_ICON_SIZE;
+ dy = dy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
+ for (int x = 0; x < STUDIOLIGHT_ICON_SIZE; x++) {
+ float dx = (x + 0.5f) / (float)STUDIOLIGHT_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));
+ SWAP(float, normal[1], normal[2]);
+
+ float color[3];
+ studiolight_sample_spherical_harmonics(sl, color, normal);
+ pixelresult = rgb_to_cpack(
+ linearrgb_to_srgb(color[0]),
+ linearrgb_to_srgb(color[1]),
+ linearrgb_to_srgb(color[2])) | alphamask;
+ }
+ icon_buffer[offset++] = pixelresult;
+ }
+ }
+}
+
+/* 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_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA);
+ BLI_strncpy(sl->name, "Default", FILE_MAXFILE);
+
+
+ copy_v3_fl3(sl->spherical_harmonics_coefs[0], 1.03271556f, 1.07163882f, 1.11193657f);
+#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 0
+ copy_v3_fl3(sl->spherical_harmonics_coefs[1], -0.00480952f, 0.05290511f, 0.16394117f);
+ copy_v3_fl3(sl->spherical_harmonics_coefs[2], -0.29686999f, -0.27378261f, -0.24797194f);
+ copy_v3_fl3(sl->spherical_harmonics_coefs[3], 0.47932500f, 0.48242140f, 0.47190312f);
+#endif
+#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 1
+ copy_v3_fl3(sl->spherical_harmonics_coefs[4], -0.00576984f, 0.00504886f, 0.01640534f);
+ copy_v3_fl3(sl->spherical_harmonics_coefs[5], 0.15500379f, 0.15415503f, 0.16244425f);
+ copy_v3_fl3(sl->spherical_harmonics_coefs[6], -0.02483751f, -0.02245096f, -0.00536885f);
+ copy_v3_fl3(sl->spherical_harmonics_coefs[7], 0.11155496f, 0.11005443f, 0.10839636f);
+ copy_v3_fl3(sl->spherical_harmonics_coefs[8], 0.01363425f, 0.01278363f, -0.00159006f);
+#endif
+
+ 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;
+}
+
+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;
+ }
+ }
+}
+
+/* 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_equirectangular_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_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);
+ }
+ }
+}
+
+/*
+ * Python API Functions
+ */
+void BKE_studiolight_remove(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_USER_DEFINED) {
+ BLI_remlink(&studiolights, sl);
+ studiolight_free(sl);
+ }
+}
+
+StudioLight *BKE_studiolight_new(const char *path, int orientation)
+{
+ StudioLight *sl = studiolight_add_file(path, orientation | STUDIOLIGHT_USER_DEFINED);
+ return sl;
+}
+
+void BKE_studiolight_refresh(void)
+{
+ BKE_studiolight_free();
+ BKE_studiolight_init();
+}
+
+void BKE_studiolight_set_free_function(StudioLight *sl, StudioLightFreeFunction *free_function, void *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;
+ }
+}