Files
test2/source/blender/blenkernel/intern/studiolight.cc
Brecht Van Lommel e0ff7731e0 Core: make BKE_appdir functions thread safe, using optional<string>
The static variables can cause the wrong path to be used, for example
when asset indexing in a thread affects loading toolbar icons.

Fix #117416: toolbar icon randomly missing

Pull Request: https://projects.blender.org/blender/blender/pulls/117419
2024-01-23 18:38:15 +01:00

1062 lines
33 KiB
C++

/* 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_imbuf_types.hh"
#include "IMB_openexr.hh"
#include "GPU_texture.h"
#include "MEM_guardedalloc.h"
#include <cstring>
/* 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<StudioLight *>(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<char *>(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<float *>(
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<MultilayerConvertContext *>(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<float *>(
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 void studiolight_calculate_radiance(ImBuf *ibuf, float color[4], const float direction[3])
{
float uv[2];
direction_to_equirect(uv, direction);
nearest_interpolation_color_wrap(ibuf, nullptr, color, 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<std::string> 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<const StudioLight *>(a);
const StudioLight *sl2 = static_cast<const StudioLight *>(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], color[4];
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. */
SWAP(float, direction[1], direction[2]);
direction[1] = -direction[1];
studiolight_calculate_radiance(sl->equirect_radiance_buffer, color, 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)
{
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 color[4];
float u = dx * diffuse_buffer->x - 1.0f;
float v = dy * diffuse_buffer->y - 1.0f;
nearest_interpolation_color(diffuse_buffer, nullptr, color, u, v);
if (specular_buffer) {
float specular[4];
nearest_interpolation_color(specular_buffer, nullptr, specular, 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. */
SWAP(float, 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<StudioLight *>(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;
}
}