StudioLight: Calculate Specular irradiance
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f98c838b71
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36e9ed98e7
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@ -57,14 +57,16 @@
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struct GPUTexture;
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enum StudioLightFlag {
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STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
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STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1),
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STUDIOLIGHT_EXTERNAL_FILE = (1 << 2),
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STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 3),
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STUDIOLIGHT_ORIENTATION_WORLD = (1 << 4),
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STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED = (1 << 5),
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STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE = (1 << 6),
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STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 7),
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STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
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STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1),
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STUDIOLIGHT_EXTERNAL_FILE = (1 << 2),
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STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 3),
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STUDIOLIGHT_ORIENTATION_WORLD = (1 << 4),
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STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED = (1 << 5),
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STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED = (1 << 6),
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STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE = (1 << 7),
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STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE = (1 << 8),
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STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 9),
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} StudioLightFlag;
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typedef struct StudioLight {
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@ -77,9 +79,11 @@ typedef struct StudioLight {
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int index;
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float diffuse_light[6][3];
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float light_direction[3];
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ImBuf *equirectangular_buffer;
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ImBuf *radiance_buffers[6];
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struct GPUTexture *equirectangular_gputexture;
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ImBuf *equirectangular_radiance_buffer;
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ImBuf *equirectangular_irradiance_buffer;
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ImBuf *radiance_cubemap_buffers[6];
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struct GPUTexture *equirectangular_radiance_gputexture;
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struct GPUTexture *equirectangular_irradiance_gputexture;
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} StudioLight;
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void BKE_studiolight_init(void);
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@ -56,7 +56,9 @@
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/* Statics */
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static ListBase studiolights;
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#define STUDIOLIGHT_EXTENSIONS ".jpg", ".hdr"
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#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 32
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#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 8
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#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 64
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#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT * 2)
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static const char *STUDIOLIGHT_CAMERA_FOLDER = "studiolights/camera/";
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static const char *STUDIOLIGHT_WORLD_FOLDER = "studiolights/world/";
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@ -65,19 +67,29 @@ static const char *STUDIOLIGHT_WORLD_FOLDER = "studiolights/world/";
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static void studiolight_free(struct StudioLight *sl)
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{
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for (int index = 0 ; index < 6 ; index ++) {
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if (sl->radiance_buffers[index] != NULL) {
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IMB_freeImBuf(sl->radiance_buffers[index]);
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sl->radiance_buffers[index] = NULL;
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if (sl->radiance_cubemap_buffers[index] != NULL) {
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IMB_freeImBuf(sl->radiance_cubemap_buffers[index]);
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sl->radiance_cubemap_buffers[index] = NULL;
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}
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if (sl->equirectangular_gputexture) {
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GPU_texture_free(sl->equirectangular_gputexture);
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sl->equirectangular_gputexture = NULL;
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if (sl->equirectangular_radiance_gputexture) {
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GPU_texture_free(sl->equirectangular_radiance_gputexture);
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sl->equirectangular_radiance_gputexture = NULL;
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}
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if (sl->equirectangular_buffer) {
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IMB_freeImBuf(sl->equirectangular_buffer);
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sl->equirectangular_buffer = NULL;
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if (sl->equirectangular_irradiance_gputexture) {
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GPU_texture_free(sl->equirectangular_irradiance_gputexture);
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sl->equirectangular_irradiance_gputexture = NULL;
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}
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if (sl->equirectangular_radiance_buffer) {
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IMB_freeImBuf(sl->equirectangular_radiance_buffer);
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sl->equirectangular_radiance_buffer = NULL;
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}
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if (sl->equirectangular_irradiance_buffer) {
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IMB_freeImBuf(sl->equirectangular_irradiance_buffer);
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sl->equirectangular_irradiance_buffer = NULL;
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}
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}
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MEM_freeN(sl);
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@ -94,7 +106,7 @@ static struct StudioLight *studiolight_create(void)
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sl->irradiance_icon_id = BKE_icon_ensure_studio_light(sl, STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE);
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for (int index = 0 ; index < 6 ; index ++) {
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sl->radiance_buffers[index] = NULL;
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sl->radiance_cubemap_buffers[index] = NULL;
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}
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return sl;
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}
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@ -153,30 +165,39 @@ static void studiolight_load_equierectangular_image(StudioLight *sl)
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ibuf = IMB_loadiffname(sl->path, 0, NULL);
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if (ibuf) {
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IMB_float_from_rect(ibuf);
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sl->equirectangular_buffer = ibuf;
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sl->equirectangular_radiance_buffer = ibuf;
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}
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}
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sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED;
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}
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static void studiolight_create_equierectangular_gputexture(StudioLight *sl)
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static void studiolight_create_equierectangular_radiance_gputexture(StudioLight *sl)
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{
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if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
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char error[256];
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED);
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ImBuf *ibuf = sl->equirectangular_buffer;
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sl->equirectangular_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
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ImBuf *ibuf = sl->equirectangular_radiance_buffer;
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sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
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}
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sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_GPUTEXTURE;
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sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE;
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}
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static void studiolight_create_equierectangular_irradiance_gputexture(StudioLight *sl)
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{
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if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
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char error[256];
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
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ImBuf *ibuf = sl->equirectangular_irradiance_buffer;
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sl->equirectangular_irradiance_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
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}
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sl->flag |= STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE;
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}
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static void studiolight_calculate_radiance_buffers(StudioLight *sl)
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static void studiolight_calculate_radiance_cubemap_buffers(StudioLight *sl)
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{
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if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED);
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ImBuf* ibuf = sl->equirectangular_buffer;
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ImBuf* ibuf = sl->equirectangular_radiance_buffer;
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if (ibuf) {
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float *colbuf = MEM_mallocN(SQUARE(STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) * sizeof(float[4]), __func__);
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const float add = 1.0f / (STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE + 1);
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@ -184,41 +205,41 @@ static void studiolight_calculate_radiance_buffers(StudioLight *sl)
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/* front */
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studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, start, add, 0.5f, 0, 2, 1);
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sl->radiance_buffers[STUDIOLIGHT_Y_POS] = IMB_allocFromBuffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS] = IMB_allocFromBuffer(
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NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
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/* back */
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studiolight_calculate_radiance_buffer(ibuf, colbuf, -start, -add, start, add, -0.5f, 0, 2, 1);
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sl->radiance_buffers[STUDIOLIGHT_Y_NEG] = IMB_allocFromBuffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG] = IMB_allocFromBuffer(
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NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
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/* left */
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studiolight_calculate_radiance_buffer(ibuf, colbuf, -start, -add, start, add, 0.5f, 1, 2, 0);
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sl->radiance_buffers[STUDIOLIGHT_X_POS] = IMB_allocFromBuffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS] = IMB_allocFromBuffer(
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NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
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/* right */
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studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, start, add, -0.5f, 1, 2, 0);
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sl->radiance_buffers[STUDIOLIGHT_X_NEG] = IMB_allocFromBuffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG] = IMB_allocFromBuffer(
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NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
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/* top */
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studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, start, add, -0.5f, 0, 1, 2);
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sl->radiance_buffers[STUDIOLIGHT_Z_NEG] = IMB_allocFromBuffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG] = IMB_allocFromBuffer(
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NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
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/* bottom */
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studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, -start, -add, 0.5f, 0, 1, 2);
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sl->radiance_buffers[STUDIOLIGHT_Z_POS] = IMB_allocFromBuffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS] = IMB_allocFromBuffer(
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NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
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#if 0
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IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_X_POS], "/tmp/studiolight_radiance_left.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_X_NEG], "/tmp/studiolight_radiance_right.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Y_POS], "/tmp/studiolight_radiance_front.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Y_NEG], "/tmp/studiolight_radiance_back.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Z_POS], "/tmp/studiolight_radiance_bottom.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Z_NEG], "/tmp/studiolight_radiance_top.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], "/tmp/studiolight_radiance_left.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], "/tmp/studiolight_radiance_right.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], "/tmp/studiolight_radiance_front.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], "/tmp/studiolight_radiance_back.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], "/tmp/studiolight_radiance_bottom.png", IB_rectfloat);
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IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], "/tmp/studiolight_radiance_top.png", IB_rectfloat);
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#endif
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MEM_freeN(colbuf);
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}
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@ -226,147 +247,59 @@ static void studiolight_calculate_radiance_buffers(StudioLight *sl)
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sl->flag |= STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED;
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}
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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)
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{
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if (radiance_buffer == NULL) {
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return;
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}
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float angle;
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float *radiance_color = radiance_buffer->rect_float;
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float direction[3];
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for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
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for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
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// calculate light direction;
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direction[zoffset] = zvalue;
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direction[xoffset] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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direction[yoffset] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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normalize_v3(direction);
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angle = fmax(0.0f, dot_v3v3(direction, normal));
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madd_v3_v3fl(color, radiance_color, angle);
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(*hits) ++;
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radiance_color += 4;
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}
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}
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}
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static void studiolight_calculate_irradiance(StudioLight *sl, float color[3], const float normal[3])
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{
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float direction[3];
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ImBuf *radiance_buffer;
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float *radiance_color;
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float angle;
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int hits = 0;
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copy_v3_fl(color, 0.0f);
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/* back */
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radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_Y_POS];
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if (radiance_buffer == NULL) {
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goto fail;
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}
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radiance_color = radiance_buffer->rect_float;
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for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
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for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
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// calculate light direction;
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direction[1] = 0.5;
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direction[0] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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normalize_v3(direction);
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angle = dot_v3v3(direction, normal);
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if (angle > 0.0f) {
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madd_v3_v3fl(color, radiance_color, angle);
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}
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radiance_color += 4;
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}
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}
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studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], normal, color, &hits, 0, 2, 1, 0.5);
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/* front */
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radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_Y_NEG];
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if (radiance_buffer == NULL) {
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goto fail;
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}
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radiance_color = radiance_buffer->rect_float;
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for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
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for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
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// calculate light direction;
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direction[1] = -0.5;
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direction[0] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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normalize_v3(direction);
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angle = dot_v3v3(direction, normal);
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if (angle > 0.0f) {
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madd_v3_v3fl(color, radiance_color, angle);
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}
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radiance_color += 4;
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}
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}
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studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], normal, color, &hits, 0, 2, 1, -0.5);
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/* left */
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radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_X_POS];
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if (radiance_buffer == NULL) {
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goto fail;
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}
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radiance_color = radiance_buffer->rect_float;
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for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
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for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
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// calculate light direction;
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direction[0] = 0.5;
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direction[1] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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normalize_v3(direction);
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angle = dot_v3v3(direction, normal);
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if (angle > 0.0f) {
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madd_v3_v3fl(color, radiance_color, angle);
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}
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radiance_color += 4;
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}
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}
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studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], normal, color, &hits, 1, 2, 0, 0.5);
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/* right */
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radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_X_NEG];
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if (radiance_buffer == NULL) {
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goto fail;
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}
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radiance_color = radiance_buffer->rect_float;
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for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++) {
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for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++) {
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// calculate light direction;
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direction[0] = -0.5;
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direction[1] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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normalize_v3(direction);
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angle = dot_v3v3(direction, normal);
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if (angle > 0.0f) {
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madd_v3_v3fl(color, radiance_color, angle);
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}
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radiance_color += 4;
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}
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}
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||||
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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)) {
|
||||
|
|
Loading…
Reference in New Issue