Files
test/source/blender/blenkernel/intern/studiolight.c
2018-05-20 08:52:56 +02:00

389 lines
12 KiB
C

/*
* ***** 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 "DNA_listBase.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "MEM_guardedalloc.h"
/* Statics */
static ListBase studiolights;
#define STUDIO_LIGHT_EXTENSIONS ".jpg", ".hdr"
#define STUDIO_LIGHT_DIFFUSE_SAMPLE_STEP 64
static const char *STUDIO_LIGHT_CAMERA_FOLDER = "studiolights/camera/";
static const char *STUDIO_LIGHT_WORLD_FOLDER = "studiolights/world/";
/* FUNCTIONS */
static void studiolight_free(struct StudioLight *sl)
{
MEM_freeN(sl);
}
static struct StudioLight *studiolight_create(void)
{
struct StudioLight *sl = MEM_callocN(sizeof(*sl), __func__);
sl->path[0] = 0x00;
sl->name[0] = 0x00;
sl->flag = 0;
sl->index = BLI_listbase_count(&studiolights);
sl->icon_id = BKE_icon_ensure_studio_light(sl);
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_directional_diffuse_light(ImBuf *ibuf, float color[4], const float start[3], const float v1[3], const float v2[3])
{
const int steps = STUDIO_LIGHT_DIFFUSE_SAMPLE_STEP;
float uv[2];
float dir[3];
float col[4];
float v11[3];
float v12[3];
float totcol[4];
zero_v4(totcol);
for (int x = 0; x < steps ; x++) {
float xf = (float)x / (float)steps;
mul_v3_v3fl(v11, v1, xf);
for (int y = 0; y < steps; y++) {
float yf = (float)y / (float)steps;
/* start + x/steps*v1 + y/steps*v2 */
mul_v3_v3fl(v12, v2, yf);
add_v3_v3v3(dir, start, v11);
add_v3_v3(dir, v12);
/* normalize */
normalize_v3(dir);
/* sample */
direction_to_equirectangular(uv, dir);
nearest_interpolation_color_wrap(ibuf, NULL, col, uv[0] * ibuf->x, uv[1] * ibuf->y);
add_v3_v3(totcol, col);
}
}
mul_v3_v3fl(color, totcol, 1.0 / (steps * steps));
}
static void studiolight_calculate_diffuse_light(StudioLight *sl)
{
float start[3];
float v1[3];
float v2[3];
/* 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) {
ImBuf *ibuf = NULL;
ibuf = IMB_loadiffname(sl->path, 0, NULL);
if (ibuf) {
IMB_float_from_rect(ibuf);
/* XXX: should calculate the same, only rendering should be different */
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
copy_v3_fl3(v1, 0.0f, 2.0f, 0.0f);
copy_v3_fl3(v2, 0.0f, 0.0f, 2.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Y_POS], start, v1, v2);
copy_v3_fl3(start, 1.0f, -1.0f, -1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Y_NEG], start, v1, v2);
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
copy_v3_fl3(v1, 2.0f, 0.0f, 0.0f);
copy_v3_fl3(v2, 0.0f, 0.0f, 2.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_X_POS], start, v1, v2);
copy_v3_fl3(start, -1.0f, 1.0f, -1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_X_NEG], start, v1, v2);
copy_v3_fl3(start, -1.0f, -1.0f, 1.0f);
copy_v3_fl3(v1, 2.0f, 0.0f, 0.0f);
copy_v3_fl3(v2, 0.0f, 2.0f, 0.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Z_POS], start, v1, v2);
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Z_NEG], start, v1, v2);
IMB_freeImBuf(ibuf);
}
}
sl->flag |= STUDIOLIGHT_DIFFUSE_LIGHT_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)) {
ImBuf *ibuf = NULL;
ibuf = IMB_loadiffname(sl->path, 0, NULL);
if (ibuf) {
IMB_float_from_rect(ibuf);
/* go over every pixel, determine light, if higher calc direction off the light */
float col[4];
float direction[3];
float new_light;
for (int y = 0; y < ibuf->y; y ++) {
for (int x = 0; x < ibuf->x; x ++) {
nearest_interpolation_color_wrap(ibuf, NULL, col, x, y);
new_light = col[0] + col[1] + col[2];
if (new_light > best_light) {
equirectangular_to_direction(direction, x, y);
sl->light_direction[0] = direction[1];
sl->light_direction[1] = direction[2];
sl->light_direction[2] = direction[0];
best_light = new_light;
}
}
}
IMB_freeImBuf(ibuf);
}
}
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) {
unsigned int 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_testextensie_n(filename, STUDIO_LIGHT_EXTENSIONS, NULL)) {
sl = studiolight_create();
sl->flag = STUDIOLIGHT_EXTERNAL_FILE | flag;
BLI_strncpy(sl->name, filename, FILE_MAXFILE);
BLI_strncpy(sl->path, path, FILE_MAXFILE);
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);
}
}
/* 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();
BLI_strncpy(sl->name, "INTERNAL_01", FILE_MAXFILE);
sl->flag = STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA;
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], 1.0f);
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);
BLI_addtail(&studiolights, sl);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIO_LIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIO_LIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIO_LIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIO_LIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
/* 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(const char *name)
{
LISTBASE_FOREACH(StudioLight *, sl, &studiolights) {
if (STREQLEN(sl->name, name, FILE_MAXFILE)) {
return sl;
}
}
/* When not found, use the default studio light */
return studiolights.first;
}
struct StudioLight *BKE_studiolight_findindex(int index)
{
LISTBASE_FOREACH(StudioLight *, sl, &studiolights) {
if (sl->index == index) {
return sl;
}
}
/* When not found, use the default studio light */
return studiolights.first;
}
const struct ListBase *BKE_studiolight_listbase(void)
{
return &studiolights;
}
unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size)
{
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_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 normal[3];
normal[0] = dx / sphere_radius;
normal[1] = dy / sphere_radius;
normal[2] = sqrt(-(normal[0] * normal[0]) - (normal[1] * normal[1]) + 1);
normalize_v3(normal);
float color[3];
mul_v3_v3fl(color, 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])) | alias_mask;
}
rect[offset++] = pixelresult;
}
}
return rect;
}
void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
{
if ((sl->flag & flag) == flag) {
return;
}
if ((flag & STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED)) {
studiolight_calculate_diffuse_light(sl);
}
if ((flag & STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED)) {
studiolight_calculate_light_direction(sl);
}
}