Workbench: Updated the internal light to have a bit of back lighting
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@ -581,54 +581,109 @@ static uint *studiolight_radiance_preview(StudioLight *sl, int icon_size)
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static uint *studiolight_irradiance_preview(StudioLight *sl, int icon_size)
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{
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
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if (/*!(sl->flag & STUDIOLIGHT_EXTERNAL_FILE)*/ 1) {
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uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
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int icon_center = icon_size / 2;
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float sphere_radius = icon_center * 0.9;
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
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int offset = 0;
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for (int y = 0; y < icon_size; y++) {
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float dy = y - icon_center;
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for (int x = 0; x < icon_size; x++) {
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float dx = x - icon_center;
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/* calculate aliasing */
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float alias = 0;
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const float alias_step = 0.333;
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for (float ay = dy - 0.5; ay < dy + 0.5; ay += alias_step) {
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for (float ax = dx - 0.5; ax < dx + 0.5; ax += alias_step) {
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if (sqrt(ay * ay + ax * ax) < sphere_radius) {
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alias += alias_step * alias_step;
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uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
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int icon_center = icon_size / 2;
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float sphere_radius = icon_center * 0.9;
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int offset = 0;
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for (int y = 0; y < icon_size; y++) {
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float dy = y - icon_center;
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for (int x = 0; x < icon_size; x++) {
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float dx = x - icon_center;
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/* calculate aliasing */
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float alias = 0;
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const float alias_step = 0.333;
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for (float ay = dy - 0.5; ay < dy + 0.5; ay += alias_step) {
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for (float ax = dx - 0.5; ax < dx + 0.5; ax += alias_step) {
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if (sqrt(ay * ay + ax * ax) < sphere_radius) {
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alias += alias_step * alias_step;
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}
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}
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}
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}
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uint pixelresult = 0x0;
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uint alias_i = clamp_i(alias * 256, 0, 255);
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if (alias_i != 0) {
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/* calculate normal */
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uint alias_mask = alias_i << 24;
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float normal[3];
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normal[0] = dx / sphere_radius;
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normal[1] = dy / sphere_radius;
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normal[2] = sqrt(-(normal[0] * normal[0]) - (normal[1] * normal[1]) + 1);
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normalize_v3(normal);
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uint pixelresult = 0x0;
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uint alias_i = clamp_i(alias * 256, 0, 255);
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if (alias_i != 0) {
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/* calculate normal */
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uint alias_mask = alias_i << 24;
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float normal[3];
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normal[0] = dx / sphere_radius;
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normal[1] = dy / sphere_radius;
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normal[2] = sqrt(-(normal[0] * normal[0]) - (normal[1] * normal[1]) + 1);
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normalize_v3(normal);
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float color[3];
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mul_v3_v3fl(color, sl->diffuse_light[STUDIOLIGHT_X_POS], clamp_f(normal[0], 0.0, 1.0));
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interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_X_NEG], clamp_f(-normal[0], 0.0, 1.0));
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interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_POS], clamp_f(normal[1], 0.0, 1.0));
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interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_NEG], clamp_f(-normal[1], 0.0, 1.0));
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interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Y_POS], clamp_f(normal[2], 0.0, 1.0));
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float color[3];
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mul_v3_v3fl(color, sl->diffuse_light[STUDIOLIGHT_X_POS], clamp_f(normal[0], 0.0, 1.0));
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interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_X_NEG], clamp_f(-normal[0], 0.0, 1.0));
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interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_POS], clamp_f(normal[1], 0.0, 1.0));
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interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_NEG], clamp_f(-normal[1], 0.0, 1.0));
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interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Y_POS], clamp_f(normal[2], 0.0, 1.0));
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pixelresult = rgb_to_cpack(
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linearrgb_to_srgb(color[0]),
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linearrgb_to_srgb(color[1]),
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linearrgb_to_srgb(color[2])) | alias_mask;
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pixelresult = rgb_to_cpack(
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linearrgb_to_srgb(color[0]),
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linearrgb_to_srgb(color[1]),
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linearrgb_to_srgb(color[2])) | alias_mask;
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}
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rect[offset++] = pixelresult;
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}
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rect[offset++] = pixelresult;
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}
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return rect;
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}
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else {
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
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uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
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int icon_center = icon_size / 2;
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float sphere_radius = icon_center * 0.9;
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int offset = 0;
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for (int y = 0; y < icon_size; y++) {
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float dy = y - icon_center;
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for (int x = 0; x < icon_size; x++) {
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float dx = x - icon_center;
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/* calculate aliasing */
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float alias = 0;
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const float alias_step = 0.333;
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for (float ay = dy - 0.5; ay < dy + 0.5; ay += alias_step) {
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for (float ax = dx - 0.5; ax < dx + 0.5; ax += alias_step) {
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if (sqrt(ay * ay + ax * ax) < sphere_radius) {
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alias += alias_step * alias_step;
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}
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}
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}
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uint pixelresult = 0x0;
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uint alias_i = clamp_i(alias * 256, 0, 255);
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if (alias_i != 0) {
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/* calculate normal */
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uint alias_mask = alias_i << 24;
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float incoming[3];
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copy_v3_fl3(incoming, 0.0, 1.0, 0.0);
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float normal[3];
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normal[0] = dx / sphere_radius;
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normal[2] = dy / sphere_radius;
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normal[1] = -sqrt(-(normal[0] * normal[0]) - (normal[2] * normal[2]) + 1);
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normalize_v3(normal);
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float direction[3];
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reflect_v3_v3v3(direction, incoming, normal);
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float color[4];
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studiolight_calculate_radiance(sl->equirectangular_irradiance_buffer, color, direction);
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pixelresult = rgb_to_cpack(
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linearrgb_to_srgb(color[0]),
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linearrgb_to_srgb(color[1]),
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linearrgb_to_srgb(color[2])) | alias_mask;
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}
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rect[offset++] = pixelresult;
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}
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}
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return rect;
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}
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return rect;
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}
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/* API */
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@ -645,7 +700,7 @@ void BKE_studiolight_init(void)
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 0.0f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 0.8f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.0f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.05f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.2f);
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copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.1f);
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BLI_addtail(&studiolights, sl);
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