StudioLight: Calculate Specular irradiance

This commit is contained in:
Jeroen Bakker 2018-05-29 16:21:47 +02:00
parent f98c838b71
commit 36e9ed98e7
3 changed files with 202 additions and 177 deletions

View File

@ -57,14 +57,16 @@
struct GPUTexture;
enum StudioLightFlag {
STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1),
STUDIOLIGHT_EXTERNAL_FILE = (1 << 2),
STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 3),
STUDIOLIGHT_ORIENTATION_WORLD = (1 << 4),
STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED = (1 << 5),
STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE = (1 << 6),
STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 7),
STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1),
STUDIOLIGHT_EXTERNAL_FILE = (1 << 2),
STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 3),
STUDIOLIGHT_ORIENTATION_WORLD = (1 << 4),
STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED = (1 << 5),
STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED = (1 << 6),
STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE = (1 << 7),
STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE = (1 << 8),
STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 9),
} StudioLightFlag;
typedef struct StudioLight {
@ -77,9 +79,11 @@ typedef struct StudioLight {
int index;
float diffuse_light[6][3];
float light_direction[3];
ImBuf *equirectangular_buffer;
ImBuf *radiance_buffers[6];
struct GPUTexture *equirectangular_gputexture;
ImBuf *equirectangular_radiance_buffer;
ImBuf *equirectangular_irradiance_buffer;
ImBuf *radiance_cubemap_buffers[6];
struct GPUTexture *equirectangular_radiance_gputexture;
struct GPUTexture *equirectangular_irradiance_gputexture;
} StudioLight;
void BKE_studiolight_init(void);

View File

@ -56,7 +56,9 @@
/* Statics */
static ListBase studiolights;
#define STUDIOLIGHT_EXTENSIONS ".jpg", ".hdr"
#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 32
#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 8
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 64
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT * 2)
static const char *STUDIOLIGHT_CAMERA_FOLDER = "studiolights/camera/";
static const char *STUDIOLIGHT_WORLD_FOLDER = "studiolights/world/";
@ -65,19 +67,29 @@ static const char *STUDIOLIGHT_WORLD_FOLDER = "studiolights/world/";
static void studiolight_free(struct StudioLight *sl)
{
for (int index = 0 ; index < 6 ; index ++) {
if (sl->radiance_buffers[index] != NULL) {
IMB_freeImBuf(sl->radiance_buffers[index]);
sl->radiance_buffers[index] = NULL;
if (sl->radiance_cubemap_buffers[index] != NULL) {
IMB_freeImBuf(sl->radiance_cubemap_buffers[index]);
sl->radiance_cubemap_buffers[index] = NULL;
}
if (sl->equirectangular_gputexture) {
GPU_texture_free(sl->equirectangular_gputexture);
sl->equirectangular_gputexture = NULL;
if (sl->equirectangular_radiance_gputexture) {
GPU_texture_free(sl->equirectangular_radiance_gputexture);
sl->equirectangular_radiance_gputexture = NULL;
}
if (sl->equirectangular_buffer) {
IMB_freeImBuf(sl->equirectangular_buffer);
sl->equirectangular_buffer = NULL;
if (sl->equirectangular_irradiance_gputexture) {
GPU_texture_free(sl->equirectangular_irradiance_gputexture);
sl->equirectangular_irradiance_gputexture = NULL;
}
if (sl->equirectangular_radiance_buffer) {
IMB_freeImBuf(sl->equirectangular_radiance_buffer);
sl->equirectangular_radiance_buffer = NULL;
}
if (sl->equirectangular_irradiance_buffer) {
IMB_freeImBuf(sl->equirectangular_irradiance_buffer);
sl->equirectangular_irradiance_buffer = NULL;
}
}
MEM_freeN(sl);
@ -94,7 +106,7 @@ static struct StudioLight *studiolight_create(void)
sl->irradiance_icon_id = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE);
for (int index = 0 ; index < 6 ; index ++) {
sl->radiance_buffers[index] = NULL;
sl->radiance_cubemap_buffers[index] = NULL;
}
return sl;
}
@ -153,30 +165,39 @@ static void studiolight_load_equierectangular_image(StudioLight *sl)
ibuf = IMB_loadiffname(sl->path, 0, NULL);
if (ibuf) {
IMB_float_from_rect(ibuf);
sl->equirectangular_buffer = ibuf;
sl->equirectangular_radiance_buffer = ibuf;
}
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED;
}
static void studiolight_create_equierectangular_gputexture(StudioLight *sl)
static void studiolight_create_equierectangular_radiance_gputexture(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
char error[256];
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED);
ImBuf *ibuf = sl->equirectangular_buffer;
sl->equirectangular_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
ImBuf *ibuf = sl->equirectangular_radiance_buffer;
sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE;
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE;
}
static void studiolight_create_equierectangular_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);
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE;
}
static void studiolight_calculate_radiance_buffers(StudioLight *sl)
static void studiolight_calculate_radiance_cubemap_buffers(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED);
ImBuf* ibuf = sl->equirectangular_buffer;
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);
@ -184,41 +205,41 @@ static void studiolight_calculate_radiance_buffers(StudioLight *sl)
/* front */
studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, start, add, 0.5f, 0, 2, 1);
sl->radiance_buffers[STUDIOLIGHT_Y_POS] = IMB_allocFromBuffer(
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_buffers[STUDIOLIGHT_Y_NEG] = IMB_allocFromBuffer(
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_buffers[STUDIOLIGHT_X_POS] = IMB_allocFromBuffer(
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_buffers[STUDIOLIGHT_X_NEG] = IMB_allocFromBuffer(
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_buffers[STUDIOLIGHT_Z_NEG] = IMB_allocFromBuffer(
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_buffers[STUDIOLIGHT_Z_POS] = IMB_allocFromBuffer(
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_buffers[STUDIOLIGHT_X_POS], "/tmp/studiolight_radiance_left.png", IB_rectfloat);
IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_X_NEG], "/tmp/studiolight_radiance_right.png", IB_rectfloat);
IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Y_POS], "/tmp/studiolight_radiance_front.png", IB_rectfloat);
IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Y_NEG], "/tmp/studiolight_radiance_back.png", IB_rectfloat);
IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Z_POS], "/tmp/studiolight_radiance_bottom.png", IB_rectfloat);
IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Z_NEG], "/tmp/studiolight_radiance_top.png", IB_rectfloat);
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);
}
@ -226,147 +247,59 @@ static void studiolight_calculate_radiance_buffers(StudioLight *sl)
sl->flag |= STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED;
}
static 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;
}
}
}
static void studiolight_calculate_irradiance(StudioLight *sl, float color[3], const float normal[3])
{
float direction[3];
ImBuf *radiance_buffer;
float *radiance_color;
float angle;
int hits = 0;
copy_v3_fl(color, 0.0f);
/* back */
radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_Y_POS];
if (radiance_buffer == NULL) {
goto fail;
}
radiance_color = radiance_buffer->rect_float;
for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
// calculate light direction;
direction[1] = 0.5;
direction[0] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
normalize_v3(direction);
angle = dot_v3v3(direction, normal);
if (angle > 0.0f) {
madd_v3_v3fl(color, radiance_color, angle);
}
radiance_color += 4;
}
}
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], normal, color, &hits, 0, 2, 1, 0.5);
/* front */
radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_Y_NEG];
if (radiance_buffer == NULL) {
goto fail;
}
radiance_color = radiance_buffer->rect_float;
for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
// calculate light direction;
direction[1] = -0.5;
direction[0] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
normalize_v3(direction);
angle = dot_v3v3(direction, normal);
if (angle > 0.0f) {
madd_v3_v3fl(color, radiance_color, angle);
}
radiance_color += 4;
}
}
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], normal, color, &hits, 0, 2, 1, -0.5);
/* left */
radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_X_POS];
if (radiance_buffer == NULL) {
goto fail;
}
radiance_color = radiance_buffer->rect_float;
for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
// calculate light direction;
direction[0] = 0.5;
direction[1] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
normalize_v3(direction);
angle = dot_v3v3(direction, normal);
if (angle > 0.0f) {
madd_v3_v3fl(color, radiance_color, angle);
}
radiance_color += 4;
}
}
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], normal, color, &hits, 1, 2, 0, 0.5);
/* right */
radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_X_NEG];
if (radiance_buffer == NULL) {
goto fail;
}
radiance_color = radiance_buffer->rect_float;
for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
// calculate light direction;
direction[0] = -0.5;
direction[1] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
normalize_v3(direction);
angle = dot_v3v3(direction, normal);
if (angle > 0.0f) {
madd_v3_v3fl(color, radiance_color, angle);
}
radiance_color += 4;
}
}
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], normal, color, &hits, 1, 2, 0, -0.5);
/* top */
radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_Z_POS];
if (radiance_buffer == NULL) {
goto fail;
}
radiance_color = radiance_buffer->rect_float;
for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
// calculate light direction;
direction[2] = 0.5;
direction[0] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
direction[1] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
normalize_v3(direction);
angle = dot_v3v3(direction, normal);
if (angle > 0.0f) {
madd_v3_v3fl(color, radiance_color, angle);
}
radiance_color += 4;
}
}
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], normal, color, &hits, 0, 1, 2, 0.5);
/* bottom */
radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_Z_NEG];
if (radiance_buffer == NULL) {
goto fail;
}
radiance_color = radiance_buffer->rect_float;
for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
// calculate light direction;
direction[2] = -0.5;
direction[0] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
direction[1] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
normalize_v3(direction);
angle = dot_v3v3(direction, normal);
if (angle > 0.0f) {
madd_v3_v3fl(color, radiance_color, angle);
}
radiance_color += 4;
}
}
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], normal, color, &hits, 0, 1, 2, -0.5);
mul_v3_fl(color, 1.25 / (STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE * STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE));
return;
fail:
/* Pink color of failure. */
ARRAY_SET_ITEMS(color, 1.0f, 0.0f, 1.0f);
if (hits) {
mul_v3_fl(color, 3.0 / hits);
}
else {
copy_v3_fl3(color, 1.0, 0.0, 1.0);
}
}
static void studiolight_calculate_diffuse_light(StudioLight *sl)
{
/* init light to black */
@ -397,6 +330,84 @@ static void studiolight_calculate_diffuse_light(StudioLight *sl)
sl->flag |= STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED;
}
static inline void studiolight_evaluate_specular_radiance_buffer(ImBuf *radiance_buffer, const float specular, 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 = pow(fmax(0.0f, dot_v3v3(direction, normal)), specular);
madd_v3_v3fl(color, radiance_color, angle);
(*hits) ++;
radiance_color += 4;
}
}
}
static void studiolight_calculate_specular_irradiance(StudioLight *sl, float color[3], const float normal[3])
{
const float specular = 4.0f;
int hits = 0;
copy_v3_fl(color, 0.0f);
/* back */
studiolight_evaluate_specular_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], specular, normal, color, &hits, 0, 2, 1, 0.5);
/* front */
studiolight_evaluate_specular_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], specular, normal, color, &hits, 0, 2, 1, -0.5);
/* left */
studiolight_evaluate_specular_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], specular, normal, color, &hits, 1, 2, 0, 0.5);
/* right */
studiolight_evaluate_specular_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], specular, normal, color, &hits, 1, 2, 0, -0.5);
/* top */
studiolight_evaluate_specular_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], specular, normal, color, &hits, 0, 1, 2, 0.5);
/* bottom */
studiolight_evaluate_specular_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], specular, normal, color, &hits, 0, 1, 2, -0.5);
if (hits) {
mul_v3_fl(color, specular / hits);
}
else {
copy_v3_fl3(color, 1.0, 0.0, 1.0);
}
}
static void studiolight_calculate_irradiance_equirectangular_image(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED);
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);
studiolight_calculate_specular_irradiance(sl, color, dir);
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);
}
sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED;
}
static void studiolight_calculate_light_direction(StudioLight *sl)
{
float best_light = 0.0;
@ -531,7 +542,7 @@ static unsigned int* studiolight_radiance_preview(StudioLight *sl, int icon_size
reflect_v3_v3v3(direction, incoming, normal);
float color[4];
studiolight_calculate_radiance(sl->equirectangular_buffer, color, direction);
studiolight_calculate_radiance(sl->equirectangular_radiance_buffer, color, direction);
pixelresult = rgb_to_cpack(
linearrgb_to_srgb(color[0]),
@ -683,15 +694,21 @@ void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
studiolight_load_equierectangular_image(sl);
}
if ((flag & STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED)) {
studiolight_calculate_radiance_buffers(sl);
studiolight_calculate_radiance_cubemap_buffers(sl);
}
if ((flag & STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED)) {
studiolight_calculate_diffuse_light(sl);
}
if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE)) {
studiolight_create_equierectangular_gputexture(sl);
if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE)) {
studiolight_create_equierectangular_radiance_gputexture(sl);
}
if ((flag & STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED)) {
studiolight_calculate_light_direction(sl);
}
if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE)) {
studiolight_create_equierectangular_irradiance_gputexture(sl);
}
if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED)) {
studiolight_calculate_irradiance_equirectangular_image(sl);
}
}

View File

@ -42,12 +42,9 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShad
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATION_WORLD);
if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
GPUTexture *tex;
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE);
*grp = DRW_shgroup_create(shader, pass);
GPUTexture *tex = sl->equirectangular_gputexture;
DRW_shgroup_uniform_texture(*grp, "image", tex);
axis_angle_to_mat3_single(stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix);
@ -57,7 +54,14 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShad
if (!pinfo) {
/* Do not fadeout when doing probe rendering, only when drawing the background */
DRW_shgroup_uniform_float(*grp, "studioLightBackground", &v3d->shading.studiolight_background, 1);
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
tex = sl->equirectangular_irradiance_gputexture;
} else {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
tex = sl->equirectangular_radiance_gputexture;
}
DRW_shgroup_uniform_texture(*grp, "image", tex);
/* Do we need to recalc the lightprobes? */
if (pinfo && (pinfo->studiolight_index != sl->index || pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)) {