/* SPDX-FileCopyrightText: 2006-2007 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup bke */ #include "BKE_studiolight.h" #include "BKE_appdir.hh" #include "BKE_icons.h" #include "BLI_dynstr.h" #include "BLI_fileops.h" #include "BLI_fileops_types.h" #include "BLI_linklist.h" #include "BLI_listbase.h" #include "BLI_math_color.h" #include "BLI_math_matrix.h" #include "BLI_math_vector.h" #include "BLI_path_util.h" #include "BLI_string.h" #include "BLI_string_utils.hh" #include "DNA_listBase.h" #include "IMB_imbuf.hh" #include "IMB_interp.hh" #include "IMB_openexr.hh" #include "GPU_texture.h" #include "MEM_guardedalloc.h" #include using blender::float4; /* Statics */ static ListBase studiolights; static int last_studiolight_id = 0; #define STUDIOLIGHT_PASSNAME_DIFFUSE "diffuse" #define STUDIOLIGHT_PASSNAME_SPECULAR "specular" static const char *STUDIOLIGHT_LIGHTS_FOLDER = "studiolights" SEP_STR "studio" SEP_STR; static const char *STUDIOLIGHT_WORLD_FOLDER = "studiolights" SEP_STR "world" SEP_STR; static const char *STUDIOLIGHT_MATCAP_FOLDER = "studiolights" SEP_STR "matcap" SEP_STR; static const char *STUDIOLIGHT_WORLD_DEFAULT = "forest.exr"; static const char *STUDIOLIGHT_MATCAP_DEFAULT = "basic_1.exr"; /* ITER MACRO */ /** * Iter on all pixel giving texel center position and pixel pointer. * * Arguments * type : type of src. * src : source buffer. * channels : number of channels per pixel. * * Others * x, y : normalized UV coordinate [0..1] of the current pixel center. * texel_size[2] : UV size of a pixel in this texture. * pixel[] : pointer to the current pixel. */ #define ITER_PIXELS(type, src, channels, width, height) \ { \ float texel_size[2]; \ texel_size[0] = 1.0f / width; \ texel_size[1] = 1.0f / height; \ type(*pixel_)[channels] = (type(*)[channels])src; \ for (float y = 0.5 * texel_size[1]; y < 1.0; y += texel_size[1]) { \ for (float x = 0.5 * texel_size[0]; x < 1.0; x += texel_size[0], pixel_++) { \ type *pixel = *pixel_; #define ITER_PIXELS_END \ } \ } \ } \ ((void)0) /* FUNCTIONS */ #define IMB_SAFE_FREE(p) \ do { \ if (p) { \ IMB_freeImBuf(p); \ p = nullptr; \ } \ } while (0) #define GPU_TEXTURE_SAFE_FREE(p) \ do { \ if (p) { \ GPU_texture_free(p); \ p = nullptr; \ } \ } while (0) static void studiolight_free_image_buffers(StudioLight *sl) { sl->flag &= ~STUDIOLIGHT_EXTERNAL_IMAGE_LOADED; IMB_SAFE_FREE(sl->matcap_diffuse.ibuf); IMB_SAFE_FREE(sl->matcap_specular.ibuf); IMB_SAFE_FREE(sl->equirect_radiance_buffer); } static void studiolight_free(StudioLight *sl) { #define STUDIOLIGHT_DELETE_ICON(s) \ do { \ if (s != 0) { \ BKE_icon_delete(s); \ s = 0; \ } \ } while (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 studiolight_free_image_buffers(sl); GPU_TEXTURE_SAFE_FREE(sl->equirect_radiance_gputexture); GPU_TEXTURE_SAFE_FREE(sl->matcap_diffuse.gputexture); GPU_TEXTURE_SAFE_FREE(sl->matcap_specular.gputexture); MEM_SAFE_FREE(sl); } /** * Free temp resources when the studio light is only requested for icons. * * Only keeps around resources for studio lights that have been used in any viewport. */ static void studiolight_free_temp_resources(StudioLight *sl) { const bool is_used_in_viewport = bool(sl->flag & (STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE | STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE | STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE)); if (is_used_in_viewport) { return; } studiolight_free_image_buffers(sl); } static StudioLight *studiolight_create(int flag) { StudioLight *sl = static_cast(MEM_callocN(sizeof(*sl), __func__)); sl->filepath[0] = 0x00; sl->name[0] = 0x00; sl->free_function = nullptr; sl->flag = flag; sl->index = ++last_studiolight_id; if (flag & STUDIOLIGHT_TYPE_STUDIO) { sl->icon_id_irradiance = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE); } else if (flag & STUDIOLIGHT_TYPE_MATCAP) { 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); } return sl; } #define STUDIOLIGHT_FILE_VERSION 1 #define READ_VAL(type, parser, id, val, lines) \ do { \ for (LinkNode *line = lines; line; line = line->next) { \ char *val_str, *str = static_cast(line->link); \ if ((val_str = strstr(str, id " "))) { \ val_str += sizeof(id); /* Skip id + spacer. */ \ val = parser(val_str); \ } \ } \ } while (0) #define READ_FVAL(id, val, lines) READ_VAL(float, atof, id, val, lines) #define READ_IVAL(id, val, lines) READ_VAL(int, atoi, id, val, lines) #define READ_VEC3(id, val, lines) \ do { \ READ_FVAL(id ".x", val[0], lines); \ READ_FVAL(id ".y", val[1], lines); \ READ_FVAL(id ".z", val[2], lines); \ } while (0) #define READ_SOLIDLIGHT(sl, i, lines) \ do { \ READ_IVAL("light[" STRINGIFY(i) "].flag", sl[i].flag, lines); \ READ_FVAL("light[" STRINGIFY(i) "].smooth", sl[i].smooth, lines); \ READ_VEC3("light[" STRINGIFY(i) "].col", sl[i].col, lines); \ READ_VEC3("light[" STRINGIFY(i) "].spec", sl[i].spec, lines); \ READ_VEC3("light[" STRINGIFY(i) "].vec", sl[i].vec, lines); \ } while (0) static void studiolight_load_solid_light(StudioLight *sl) { LinkNode *lines = BLI_file_read_as_lines(sl->filepath); if (lines) { READ_VEC3("light_ambient", sl->light_ambient, lines); READ_SOLIDLIGHT(sl->light, 0, lines); READ_SOLIDLIGHT(sl->light, 1, lines); READ_SOLIDLIGHT(sl->light, 2, lines); READ_SOLIDLIGHT(sl->light, 3, lines); } BLI_file_free_lines(lines); } #undef READ_SOLIDLIGHT #undef READ_VEC3 #undef READ_IVAL #undef READ_FVAL #define WRITE_FVAL(str, id, val) BLI_dynstr_appendf(str, id " %f\n", val) #define WRITE_IVAL(str, id, val) BLI_dynstr_appendf(str, id " %d\n", val) #define WRITE_VEC3(str, id, val) \ do { \ WRITE_FVAL(str, id ".x", val[0]); \ WRITE_FVAL(str, id ".y", val[1]); \ WRITE_FVAL(str, id ".z", val[2]); \ } while (0) #define WRITE_SOLIDLIGHT(str, sl, i) \ do { \ WRITE_IVAL(str, "light[" STRINGIFY(i) "].flag", sl[i].flag); \ WRITE_FVAL(str, "light[" STRINGIFY(i) "].smooth", sl[i].smooth); \ WRITE_VEC3(str, "light[" STRINGIFY(i) "].col", sl[i].col); \ WRITE_VEC3(str, "light[" STRINGIFY(i) "].spec", sl[i].spec); \ WRITE_VEC3(str, "light[" STRINGIFY(i) "].vec", sl[i].vec); \ } while (0) static void studiolight_write_solid_light(StudioLight *sl) { FILE *fp = BLI_fopen(sl->filepath, "wb"); if (fp) { DynStr *str = BLI_dynstr_new(); /* Very dumb ascii format. One value per line separated by a space. */ WRITE_IVAL(str, "version", STUDIOLIGHT_FILE_VERSION); WRITE_VEC3(str, "light_ambient", sl->light_ambient); WRITE_SOLIDLIGHT(str, sl->light, 0); WRITE_SOLIDLIGHT(str, sl->light, 1); WRITE_SOLIDLIGHT(str, sl->light, 2); WRITE_SOLIDLIGHT(str, sl->light, 3); char *cstr = BLI_dynstr_get_cstring(str); fwrite(cstr, BLI_dynstr_get_len(str), 1, fp); fclose(fp); MEM_freeN(cstr); BLI_dynstr_free(str); } } #undef WRITE_SOLIDLIGHT #undef WRITE_VEC3 #undef WRITE_IVAL #undef WRITE_FVAL static void direction_to_equirect(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; } struct MultilayerConvertContext { int num_diffuse_channels; float *diffuse_pass; int num_specular_channels; float *specular_pass; }; static void *studiolight_multilayer_addview(void * /*base*/, const char * /*view_name*/) { return nullptr; } static void *studiolight_multilayer_addlayer(void *base, const char * /*layer_name*/) { return base; } /* Convert a multilayer pass to ImBuf channel 4 float buffer. * NOTE: Parameter rect will become invalid. Do not use rect after calling this * function */ static float *studiolight_multilayer_convert_pass(ImBuf *ibuf, float *rect, const uint channels) { if (channels == 4) { return rect; } float *new_rect = static_cast( MEM_callocN(sizeof(float[4]) * ibuf->x * ibuf->y, __func__)); IMB_buffer_float_from_float(new_rect, rect, channels, IB_PROFILE_LINEAR_RGB, IB_PROFILE_LINEAR_RGB, false, ibuf->x, ibuf->y, ibuf->x, ibuf->x); MEM_freeN(rect); return new_rect; } static void studiolight_multilayer_addpass(void *base, void * /*lay*/, const char *pass_name, float *rect, int num_channels, const char * /*chan_id*/, const char * /*view_name*/) { MultilayerConvertContext *ctx = static_cast(base); /* NOTE: This function must free pass pixels data if it is not used, this * is how IMB_exr_multilayer_convert() is working. */ /* If we've found a first combined pass, skip all the rest ones. */ if (STREQ(pass_name, STUDIOLIGHT_PASSNAME_DIFFUSE)) { ctx->diffuse_pass = rect; ctx->num_diffuse_channels = num_channels; } else if (STREQ(pass_name, STUDIOLIGHT_PASSNAME_SPECULAR)) { ctx->specular_pass = rect; ctx->num_specular_channels = num_channels; } else { MEM_freeN(rect); } } static void studiolight_load_equirect_image(StudioLight *sl) { if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { ImBuf *ibuf = IMB_loadiffname(sl->filepath, IB_multilayer, nullptr); ImBuf *specular_ibuf = nullptr; ImBuf *diffuse_ibuf = nullptr; const bool failed = (ibuf == nullptr); if (ibuf) { if (ibuf->ftype == IMB_FTYPE_OPENEXR && ibuf->userdata) { /* the read file is a multilayered openexr file (userdata != nullptr) * This file is currently only supported for MATCAPS where * the first found 'diffuse' pass will be used for diffuse lighting * and the first found 'specular' pass will be used for specular lighting */ MultilayerConvertContext ctx = {0}; IMB_exr_multilayer_convert(ibuf->userdata, &ctx, &studiolight_multilayer_addview, &studiolight_multilayer_addlayer, &studiolight_multilayer_addpass); /* `ctx.diffuse_pass` and `ctx.specular_pass` can be freed inside * `studiolight_multilayer_convert_pass` when conversion happens. * When not converted we move the ownership of the buffer to the * `converted_pass`. We only need to free `converted_pass` as it holds * the unmodified allocation from the `ctx.*_pass` or the converted data. */ if (ctx.diffuse_pass != nullptr) { float *converted_pass = studiolight_multilayer_convert_pass( ibuf, ctx.diffuse_pass, ctx.num_diffuse_channels); diffuse_ibuf = IMB_allocFromBufferOwn( nullptr, converted_pass, ibuf->x, ibuf->y, ctx.num_diffuse_channels); } if (ctx.specular_pass != nullptr) { float *converted_pass = studiolight_multilayer_convert_pass( ibuf, ctx.specular_pass, ctx.num_specular_channels); specular_ibuf = IMB_allocFromBufferOwn( nullptr, converted_pass, ibuf->x, ibuf->y, ctx.num_specular_channels); } IMB_exr_close(ibuf->userdata); ibuf->userdata = nullptr; IMB_freeImBuf(ibuf); ibuf = nullptr; } else { /* read file is an single layer openexr file or the read file isn't * an openexr file */ IMB_float_from_rect(ibuf); diffuse_ibuf = ibuf; ibuf = nullptr; } } if (diffuse_ibuf == nullptr) { /* Create 1x1 diffuse buffer, in case image failed to load or if there was * only a specular pass in the multilayer file or no passes were found. */ const float black[4] = {0.0f, 0.0f, 0.0f, 1.0f}; const float magenta[4] = {1.0f, 0.0f, 1.0f, 1.0f}; diffuse_ibuf = IMB_allocFromBuffer( nullptr, (failed || (specular_ibuf == nullptr)) ? magenta : black, 1, 1, 4); } if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) { sl->matcap_diffuse.ibuf = diffuse_ibuf; sl->matcap_specular.ibuf = specular_ibuf; if (specular_ibuf != nullptr) { sl->flag |= STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS; } } else { sl->equirect_radiance_buffer = diffuse_ibuf; if (specular_ibuf != nullptr) { IMB_freeImBuf(specular_ibuf); } } } sl->flag |= STUDIOLIGHT_EXTERNAL_IMAGE_LOADED; } static void studiolight_create_equirect_radiance_gputexture(StudioLight *sl) { if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); ImBuf *ibuf = sl->equirect_radiance_buffer; sl->equirect_radiance_gputexture = GPU_texture_create_2d("studiolight_radiance", ibuf->x, ibuf->y, 1, GPU_RGBA16F, GPU_TEXTURE_USAGE_SHADER_READ, ibuf->float_buffer.data); GPUTexture *tex = sl->equirect_radiance_gputexture; GPU_texture_filter_mode(tex, true); GPU_texture_extend_mode(tex, GPU_SAMPLER_EXTEND_MODE_REPEAT); } sl->flag |= STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE; } static void studiolight_create_matcap_gputexture(StudioLightImage *sli) { BLI_assert(sli->ibuf); ImBuf *ibuf = sli->ibuf; float *gpu_matcap_3components = static_cast( MEM_callocN(sizeof(float[3]) * ibuf->x * ibuf->y, __func__)); const float(*offset4)[4] = (const float(*)[4])ibuf->float_buffer.data; float(*offset3)[3] = (float(*)[3])gpu_matcap_3components; for (int i = 0; i < ibuf->x * ibuf->y; i++, offset4++, offset3++) { copy_v3_v3(*offset3, *offset4); } sli->gputexture = GPU_texture_create_2d( "matcap", ibuf->x, ibuf->y, 1, GPU_R11F_G11F_B10F, GPU_TEXTURE_USAGE_SHADER_READ, nullptr); GPU_texture_update(sli->gputexture, GPU_DATA_FLOAT, gpu_matcap_3components); MEM_SAFE_FREE(gpu_matcap_3components); } static void studiolight_create_matcap_diffuse_gputexture(StudioLight *sl) { if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) { BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); studiolight_create_matcap_gputexture(&sl->matcap_diffuse); } } sl->flag |= STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE; } static void studiolight_create_matcap_specular_gputexture(StudioLight *sl) { if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) { if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) { BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); if (sl->matcap_specular.ibuf) { studiolight_create_matcap_gputexture(&sl->matcap_specular); } } } sl->flag |= STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE; } static float4 studiolight_calculate_radiance(ImBuf *ibuf, const float direction[3]) { float uv[2]; direction_to_equirect(uv, direction); return blender::imbuf::interpolate_nearest_fl(ibuf, uv[0] * ibuf->x, uv[1] * ibuf->y); } /* * Spherical Harmonics */ BLI_INLINE float area_element(float x, float y) { return atan2(x * y, sqrtf(x * x + y * y + 1)); } static float brdf_approx(float spec_color, float roughness, float NV) { /* Very rough own approx. We don't need it to be correct, just fast. * Just simulate fresnel effect with roughness attenuation. */ float fresnel = exp2(-8.35f * NV) * (1.0f - roughness); return spec_color * (1.0f - fresnel) + fresnel; } /* NL need to be unclamped. w in [0..1] range. */ static float wrapped_lighting(float NL, float w) { float w_1 = w + 1.0f; return max_ff((NL + w) / (w_1 * w_1), 0.0f); } static float blinn_specular(const float L[3], const float I[3], const float N[3], const float R[3], float NL, float roughness, float wrap) { float half_dir[3]; float wrapped_NL = dot_v3v3(L, R); add_v3_v3v3(half_dir, L, I); normalize_v3(half_dir); float spec_angle = max_ff(dot_v3v3(half_dir, N), 0.0f); float gloss = 1.0f - roughness; /* Reduce gloss for smooth light. (simulate bigger light) */ gloss *= 1.0f - wrap; float shininess = exp2(10.0f * gloss + 1.0f); /* Pi is already divided in the light power. * normalization_factor = (shininess + 8.0) / (8.0 * M_PI) */ float normalization_factor = shininess * 0.125f + 1.0f; float spec_light = powf(spec_angle, shininess) * max_ff(NL, 0.0f) * normalization_factor; /* Simulate Env. light. */ float w = wrap * (1.0 - roughness) + roughness; float spec_env = wrapped_lighting(wrapped_NL, w); float w2 = wrap * wrap; return spec_light * (1.0 - w2) + spec_env * w2; } /* Keep in sync with the GLSL shader function `get_world_lighting()`. */ static void studiolight_lights_eval(StudioLight *sl, float color[3], const float normal[3]) { float R[3], I[3] = {0.0f, 0.0f, 1.0f}, N[3] = {normal[0], normal[2], -normal[1]}; const float roughness = 0.5f; const float diffuse_color = 0.8f; const float specular_color = brdf_approx(0.05f, roughness, N[2]); float diff_light[3], spec_light[3]; /* Ambient lighting */ copy_v3_v3(diff_light, sl->light_ambient); copy_v3_v3(spec_light, sl->light_ambient); reflect_v3_v3v3(R, I, N); for (int i = 0; i < STUDIOLIGHT_MAX_LIGHT; i++) { SolidLight *light = &sl->light[i]; if (light->flag) { /* Diffuse lighting */ float NL = dot_v3v3(light->vec, N); float diff = wrapped_lighting(NL, light->smooth); madd_v3_v3fl(diff_light, light->col, diff); /* Specular lighting */ float spec = blinn_specular(light->vec, I, N, R, NL, roughness, light->smooth); madd_v3_v3fl(spec_light, light->spec, spec); } } /* Multiply result by surface colors. */ mul_v3_fl(diff_light, diffuse_color * (1.0 - specular_color)); mul_v3_fl(spec_light, specular_color); add_v3_v3v3(color, diff_light, spec_light); } static StudioLight *studiolight_add_file(const char *filepath, int flag) { char filename[FILE_MAXFILE]; BLI_path_split_file_part(filepath, filename, FILE_MAXFILE); if ((((flag & STUDIOLIGHT_TYPE_STUDIO) != 0) && BLI_path_extension_check(filename, ".sl")) || BLI_path_extension_check_array(filename, imb_ext_image)) { StudioLight *sl = studiolight_create(STUDIOLIGHT_EXTERNAL_FILE | flag); STRNCPY(sl->name, filename); STRNCPY(sl->filepath, filepath); if ((flag & STUDIOLIGHT_TYPE_STUDIO) != 0) { studiolight_load_solid_light(sl); } BLI_addtail(&studiolights, sl); return sl; } return nullptr; } static void studiolight_add_files_from_datafolder(const int folder_id, const char *subfolder, int flag) { const std::optional folder = BKE_appdir_folder_id(folder_id, subfolder); if (!folder) { return; } direntry *dirs; const uint dirs_num = BLI_filelist_dir_contents(folder->c_str(), &dirs); int i; for (i = 0; i < dirs_num; i++) { if (dirs[i].type & S_IFREG) { studiolight_add_file(dirs[i].path, flag); } } BLI_filelist_free(dirs, dirs_num); dirs = nullptr; } 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 = static_cast(a); const StudioLight *sl2 = static_cast(b); const int flagorder1 = studiolight_flag_cmp_order(sl1); const int flagorder2 = studiolight_flag_cmp_order(sl2); if (flagorder1 < flagorder2) { return -1; } if (flagorder1 > flagorder2) { return 1; } 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. */ const 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; } /* Percentage of the icon that the preview sphere covers. */ #define STUDIOLIGHT_DIAMETER 0.95f /* Rescale coord around (0.5, 0.5) by STUDIOLIGHT_DIAMETER. */ #define RESCALE_COORD(x) (x / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f) /* Remaps normalized UV [0..1] to a sphere normal around (0.5, 0.5) */ static void sphere_normal_from_uv(float normal[3], float u, float v) { normal[0] = u * 2.0f - 1.0f; normal[1] = v * 2.0f - 1.0f; float dist = len_v2(normal); normal[2] = sqrtf(1.0f - square_f(dist)); } static void studiolight_radiance_preview(uint *icon_buffer, StudioLight *sl) { BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); ITER_PIXELS (uint, icon_buffer, 1, STUDIOLIGHT_ICON_SIZE, STUDIOLIGHT_ICON_SIZE) { float dy = RESCALE_COORD(y); float dx = RESCALE_COORD(x); uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); if (alphamask != 0) { float normal[3], direction[3]; const float incoming[3] = {0.0f, 0.0f, -1.0f}; sphere_normal_from_uv(normal, dx, dy); reflect_v3_v3v3(direction, incoming, normal); /* We want to see horizon not poles. */ std::swap(direction[1], direction[2]); direction[1] = -direction[1]; float4 color = studiolight_calculate_radiance(sl->equirect_radiance_buffer, direction); *pixel = rgb_to_cpack(linearrgb_to_srgb(color[0]), linearrgb_to_srgb(color[1]), linearrgb_to_srgb(color[2])) | alphamask; } else { *pixel = 0x0; } } ITER_PIXELS_END; } static void studiolight_matcap_preview(uint *icon_buffer, StudioLight *sl, bool flipped) { using namespace blender; BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED); ImBuf *diffuse_buffer = sl->matcap_diffuse.ibuf; ImBuf *specular_buffer = sl->matcap_specular.ibuf; ITER_PIXELS (uint, icon_buffer, 1, STUDIOLIGHT_ICON_SIZE, STUDIOLIGHT_ICON_SIZE) { float dy = RESCALE_COORD(y); float dx = RESCALE_COORD(x); if (flipped) { dx = 1.0f - dx; } float u = dx * diffuse_buffer->x - 1.0f; float v = dy * diffuse_buffer->y - 1.0f; float4 color = imbuf::interpolate_nearest_fl(diffuse_buffer, u, v); if (specular_buffer) { float4 specular = imbuf::interpolate_nearest_fl(specular_buffer, u, v); add_v3_v3(color, specular); } uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); *pixel = rgb_to_cpack(linearrgb_to_srgb(color[0]), linearrgb_to_srgb(color[1]), linearrgb_to_srgb(color[2])) | alphamask; } ITER_PIXELS_END; } static void studiolight_irradiance_preview(uint *icon_buffer, StudioLight *sl) { ITER_PIXELS (uint, icon_buffer, 1, STUDIOLIGHT_ICON_SIZE, STUDIOLIGHT_ICON_SIZE) { float dy = RESCALE_COORD(y); float dx = RESCALE_COORD(x); uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f); if (alphamask != 0) { float normal[3], color[3]; sphere_normal_from_uv(normal, dx, dy); /* We want to see horizon not poles. */ std::swap(normal[1], normal[2]); normal[1] = -normal[1]; studiolight_lights_eval(sl, color, normal); *pixel = rgb_to_cpack(linearrgb_to_srgb(color[0]), linearrgb_to_srgb(color[1]), linearrgb_to_srgb(color[2])) | alphamask; } else { *pixel = 0x0; } } ITER_PIXELS_END; } void BKE_studiolight_default(SolidLight lights[4], float light_ambient[3]) { copy_v3_fl3(light_ambient, 0.0, 0.0, 0.0); lights[0].flag = 1; lights[0].smooth = 0.526620f; lights[0].col[0] = 0.033103f; lights[0].col[1] = 0.033103f; lights[0].col[2] = 0.033103f; lights[0].spec[0] = 0.266761f; lights[0].spec[1] = 0.266761f; lights[0].spec[2] = 0.266761f; lights[0].vec[0] = -0.352546f; lights[0].vec[1] = 0.170931f; lights[0].vec[2] = -0.920051f; lights[1].flag = 1; lights[1].smooth = 0.000000f; lights[1].col[0] = 0.521083f; lights[1].col[1] = 0.538226f; lights[1].col[2] = 0.538226f; lights[1].spec[0] = 0.599030f; lights[1].spec[1] = 0.599030f; lights[1].spec[2] = 0.599030f; lights[1].vec[0] = -0.408163f; lights[1].vec[1] = 0.346939f; lights[1].vec[2] = 0.844415f; lights[2].flag = 1; lights[2].smooth = 0.478261f; lights[2].col[0] = 0.038403f; lights[2].col[1] = 0.034357f; lights[2].col[2] = 0.049530f; lights[2].spec[0] = 0.106102f; lights[2].spec[1] = 0.125981f; lights[2].spec[2] = 0.158523f; lights[2].vec[0] = 0.521739f; lights[2].vec[1] = 0.826087f; lights[2].vec[2] = 0.212999f; lights[3].flag = 1; lights[3].smooth = 0.200000f; lights[3].col[0] = 0.090838f; lights[3].col[1] = 0.082080f; lights[3].col[2] = 0.072255f; lights[3].spec[0] = 0.106535f; lights[3].spec[1] = 0.084771f; lights[3].spec[2] = 0.066080f; lights[3].vec[0] = 0.624519f; lights[3].vec[1] = -0.562067f; lights[3].vec[2] = -0.542269f; } void BKE_studiolight_init() { /* Add default studio light */ StudioLight *sl = studiolight_create(STUDIOLIGHT_INTERNAL | STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS); STRNCPY(sl->name, "Default"); BLI_addtail(&studiolights, sl); /* Go over the preset folder and add a studio-light for every image with its path. */ /* For portable installs (where USER and SYSTEM paths are the same), * only go over LOCAL data-files once. */ /* Also reserve icon space for it. */ if (!BKE_appdir_app_is_portable_install()) { studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_LIGHTS_FOLDER, STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_USER_DEFINED | STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS); studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_TYPE_WORLD | STUDIOLIGHT_USER_DEFINED); studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIOLIGHT_MATCAP_FOLDER, STUDIOLIGHT_TYPE_MATCAP | STUDIOLIGHT_USER_DEFINED); } studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_LIGHTS_FOLDER, STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS); studiolight_add_files_from_datafolder( BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_TYPE_WORLD); studiolight_add_files_from_datafolder( BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_MATCAP_FOLDER, STUDIOLIGHT_TYPE_MATCAP); /* sort studio lights on filename. */ BLI_listbase_sort(&studiolights, studiolight_cmp); BKE_studiolight_default(sl->light, sl->light_ambient); } void BKE_studiolight_free() { while (StudioLight *sl = static_cast(BLI_pophead(&studiolights))) { studiolight_free(sl); } } StudioLight *BKE_studiolight_find_default(int flag) { const char *default_name = ""; if (flag & STUDIOLIGHT_TYPE_WORLD) { default_name = STUDIOLIGHT_WORLD_DEFAULT; } else if (flag & STUDIOLIGHT_TYPE_MATCAP) { default_name = STUDIOLIGHT_MATCAP_DEFAULT; } LISTBASE_FOREACH (StudioLight *, sl, &studiolights) { if ((sl->flag & flag) && STREQ(sl->name, default_name)) { return sl; } } LISTBASE_FOREACH (StudioLight *, sl, &studiolights) { if (sl->flag & flag) { return sl; } } return nullptr; } 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; } /* flags do not match, so use default */ return BKE_studiolight_find_default(flag); } } /* When not found, use the default studio light */ return BKE_studiolight_find_default(flag); } 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_default(flag); } ListBase *BKE_studiolight_listbase() { 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; } } studiolight_free_temp_resources(sl); } void BKE_studiolight_ensure_flag(StudioLight *sl, int flag) { if ((sl->flag & flag) == flag) { return; } if (flag & STUDIOLIGHT_EXTERNAL_IMAGE_LOADED) { studiolight_load_equirect_image(sl); } if (flag & STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE) { studiolight_create_equirect_radiance_gputexture(sl); } if (flag & STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE) { studiolight_create_matcap_diffuse_gputexture(sl); } if (flag & STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE) { studiolight_create_matcap_specular_gputexture(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_load(const char *filepath, int type) { StudioLight *sl = studiolight_add_file(filepath, type | STUDIOLIGHT_USER_DEFINED); return sl; } StudioLight *BKE_studiolight_create(const char *filepath, const SolidLight light[4], const float light_ambient[3]) { StudioLight *sl = studiolight_create(STUDIOLIGHT_EXTERNAL_FILE | STUDIOLIGHT_USER_DEFINED | STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS); char filename[FILE_MAXFILE]; BLI_path_split_file_part(filepath, filename, FILE_MAXFILE); STRNCPY(sl->filepath, filepath); STRNCPY(sl->name, filename); memcpy(sl->light, light, sizeof(*light) * 4); memcpy(sl->light_ambient, light_ambient, sizeof(*light_ambient) * 3); studiolight_write_solid_light(sl); BLI_addtail(&studiolights, sl); return sl; } StudioLight *BKE_studiolight_studio_edit_get() { static StudioLight sl = {nullptr}; sl.flag = STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS; memcpy(sl.light, U.light_param, sizeof(*sl.light) * 4); memcpy(sl.light_ambient, U.light_ambient, sizeof(*sl.light_ambient) * 3); return &sl; } void BKE_studiolight_refresh() { 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 != nullptr); 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; } }