/* * ***** 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_nD( ibuf->x, ibuf->y, 0, 2, sl->gpu_matcap_3components, GPU_R11F_G11F_B10F, GPU_DATA_FLOAT, 0, false, 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); const float nx = cubevec[0]; const float ny = cubevec[1]; const float nz = cubevec[2]; const float nx2 = SQUARE(nx); const float ny2 = SQUARE(ny); const float nz2 = SQUARE(nz); const float nx4 = SQUARE(nx2); const float ny4 = SQUARE(ny2); const float nz4 = SQUARE(nz2); switch (sh_component) { /* L0 */ case 0: { coef = 0.2822095f; break; } /* L1 */ case 1: { coef = -0.488603f * nz * 2.0f / 3.0f; break; } case 2: { coef = 0.488603f * ny * 2.0f / 3.0f; break; } case 3: { coef = -0.488603f * nx * 2.0f / 3.0f; break; } /* L2 */ case 4: { coef = 1.092548f * nx * nz * 1.0f / 4.0f; break; } case 5: { coef = -1.092548f * nz * ny * 1.0f / 4.0f; break; } case 6: { coef = 0.315392f * (3.0f * ny2 - 1.0f) * 1.0f / 4.0f; break; } case 7: { coef = 1.092548f * nx * ny * 1.0f / 4.0f; break; } case 8: { coef = 0.546274f * (nx2 - nz2) * 1.0f / 4.0f; break; } /* L4 */ case 9: { coef = (2.5033429417967046f * nx * nz * (nx2 - nz2)) / -24.0f; break; } case 10: { coef = (-1.7701307697799304f * nz * ny * (3.0f * nx2 - nz2)) / -24.0f; break; } case 11: { coef = (0.9461746957575601f * nz * nx * (-1.0f + 7.0f * ny2)) / -24.0f; break; } case 12: { coef = (-0.6690465435572892f * nz * ny * (-3.0f + 7.0f * ny2)) / -24.0f; break; } case 13: { coef = ((105.0f * ny4 - 90.0f * ny2 + 9.0f) / 28.359261614f) / -24.0f; break; } case 14: { coef = (-0.6690465435572892f * nx * ny * (-3.0f + 7.0f * ny2)) / -24.0f; break; } case 15: { coef = (0.9461746957575601f * (nx2 - nz2) * (-1.0f + 7.0f * ny2)) / -24.0f; break; } case 16: { coef = (-1.7701307697799304f * nx * ny * (nx2 - 3.0f * nz2)) / -24.0f; break; } case 17: { coef = (0.6258357354491761f * (nx4 - 6.0f * nz2 * nx2 + nz4)) / -24.0f; 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]) { const float nx = normal[0]; const float ny = normal[1]; const float nz = normal[2]; 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 * nz); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[2], 0.488603f * ny); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[3], -0.488603f * nx); #endif #if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 1 /* Spherical Harmonics L2 */ const float nx2 = SQUARE(nx); const float ny2 = SQUARE(ny); const float nz2 = SQUARE(nz); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[4], 1.092548f * nx * nz); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[5], -1.092548f * nz * ny); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[6], 0.315392f * (3.0f * ny2 - 1.0f)); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[7], -1.092548 * nx * ny); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[8], 0.546274 * (nx2 - nz2)); #endif #if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 3 /* Spherical Harmonics L4 */ const float nx4 = SQUARE(nx2); const float ny4 = SQUARE(ny2); const float nz4 = SQUARE(nz2); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[9], 2.5033429417967046f * nx * nz * (nx2 - nz2)); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[10], -1.7701307697799304f * nz * ny * (3.0f * nx2 - nz2)); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[11], 0.9461746957575601f * nz * nx * (-1.0f + 7.0f * ny2)); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[12], -0.6690465435572892f * nz * ny * (-3.0f + 7.0f * ny2)); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[13], (105.0f * ny4 - 90.0f * ny2 + 9.0f) / 28.359261614f); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[14], -0.6690465435572892f * nx * ny * (-3.0f + 7.0f * ny2)); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[15], 0.9461746957575601f * (nx2 - nz2) * (-1.0f + 7.0f * ny2)); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[16], -1.7701307697799304f * nx * ny * (nx2 - 3.0f * nz2)); madd_v3_v3fl(color, sl->spherical_harmonics_coefs[17], 0.6258357354491761f * (nx4 - 6.0f * nz2 * nx2 + nz4)); #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; } }