Workbench: increased Quality of the diffuse lighting model

- implemented Spherical Harmonics L2 for diffuse shading.

TODO: caching the precalculated harmonics so it won't take soo long to
open the popover
This commit is contained in:
Jeroen Bakker 2018-06-18 15:17:46 +02:00
parent fec97ec949
commit 7747d4cecf
8 changed files with 227 additions and 196 deletions

View File

@ -60,7 +60,7 @@
struct GPUTexture;
enum StudioLightFlag {
STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED = (1 << 0),
STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1),
STUDIOLIGHT_INTERNAL = (1 << 2),
STUDIOLIGHT_EXTERNAL_FILE = (1 << 3),
@ -91,7 +91,7 @@ typedef struct StudioLight {
int icon_id_matcap;
int icon_id_matcap_flipped;
int index;
float diffuse_light[6][3];
float spherical_harmonics_coefs[9][3];
float light_direction[3];
ImBuf *equirectangular_radiance_buffer;
ImBuf *equirectangular_irradiance_buffer;

View File

@ -56,8 +56,8 @@
/* Statics */
static ListBase studiolights;
#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 16
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 64
#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 128
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 32
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT * 2)
static const char *STUDIOLIGHT_CAMERA_FOLDER = "studiolights/camera/";
@ -316,63 +316,162 @@ BLI_INLINE void studiolight_evaluate_radiance_buffer(
}
static void studiolight_calculate_irradiance(StudioLight *sl, float color[3], const float normal[3])
BLI_INLINE float studiolight_area_element(float x, float y)
{
int hits = 0;
copy_v3_fl(color, 0.0f);
return atan2(x * y, sqrtf(x * x + y * y + 1));
}
/* back */
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], normal, color, &hits, 0, 2, 1, 0.5);
/* front */
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], normal, color, &hits, 0, 2, 1, -0.5);
BLI_INLINE float studiolight_texel_solid_angle(float x, float y, float halfpix)
{
float v1x = (x - halfpix) * 2.0f - 1.0f;
float v1y = (y - halfpix) * 2.0f - 1.0f;
float v2x = (x + halfpix) * 2.0f - 1.0f;
float v2y = (y + halfpix) * 2.0f - 1.0f;
/* left */
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], normal, color, &hits, 1, 2, 0, 0.5);
/* right */
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], normal, color, &hits, 1, 2, 0, -0.5);
return studiolight_area_element(v1x, v1y) - studiolight_area_element(v1x, v2y) - studiolight_area_element(v2x, v1y) + studiolight_area_element(v2x, v2y);
}
/* top */
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], normal, color, &hits, 0, 1, 2, 0.5);
/* bottom */
studiolight_evaluate_radiance_buffer(sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], normal, color, &hits, 0, 1, 2, -0.5);
static void studiolight_calculate_cubemap_vector_weight(float normal[3], float *weight, int face, float x, float y)
{
copy_v3_fl3(normal, x * 2.0f - 1.0f, y * 2.0f - 1.0f, 1.0f);
const float conversion_matrices[6][3][3] = {
{
{0.0f, 0.0f, -1.0f},
{0.0f, -1.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
},
{
{0.0f, 0.0f, -1.0f},
{0.0f, -1.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
},
{
{1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f},
{0.0f, -1.0f, 0.0f},
},
{
{1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f},
{0.0f, 1.0f, 0.0f},
},
{
{1.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{0.0f, 0.0f, -1.0f},
},
{
{-1.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{0.0f, 0.0f, 1.0f},
}
};
mul_m3_v3(conversion_matrices[face], normal);
normalize_v3(normal);
const float halfpix = 1.0f / (2.0f* STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
*weight = studiolight_texel_solid_angle(x + halfpix, y + halfpix, halfpix);
}
if (hits) {
mul_v3_fl(color, 3.0 / hits);
}
else {
copy_v3_fl3(color, 1.0, 0.0, 1.0);
static void studiolight_calculate_spherical_harmonics_coefficient(StudioLight *sl, int sh_component)
{
const float M_4PI = M_PI * 4.0f;
float weight_accum = 0.0f;
float sh[3] = {0.0f, 0.0f, 0.0f};
for (int face = 0; face < 6; face++)
{
float *color;
color = sl->radiance_cubemap_buffers[face]->rect_float;
for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y++) {
float yf = y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE;
for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x++) {
float xf = x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE;
float weight, coef;
float cubevec[3];
studiolight_calculate_cubemap_vector_weight(cubevec, &weight, face, xf, yf);
switch (sh_component) {
case 0:
{
coef = 0.2822095f;
break;
}
case 1:
{
coef = -0.488603f * cubevec[2] * 2.0f / 3.0f;
break;
}
case 2:
{
coef = 0.488603f * cubevec[1] * 2.0f / 3.0f;
break;
}
case 3:
{
coef = -0.488603f * cubevec[0] * 2.0f / 3.0f;
break;
}
case 4:
{
coef = 1.092548f * cubevec[0] * cubevec[2] * 1.0f / 4.0f;
break;
}
case 5:
{
coef = -1.092548f * cubevec[2] * cubevec[1] * 1.0f / 4.0f;
break;
}
case 6:
{
coef = 0.315392f * (3.0f * cubevec[2] * cubevec[2] - 1.0f) * 1.0f / 4.0f;
break;
}
case 7:
{
coef = 1.092548f * cubevec[0] * cubevec[1] * 1.0f / 4.0f;
break;
}
case 8:
{
coef = 0.546274f * (cubevec[0] * cubevec[0] - cubevec[2] * cubevec[2]) * 1.0f / 4.0f;
break;
}
default:
{
coef = 0.0f;
}
}
madd_v3_v3fl(sh, color, coef * weight);
weight_accum += weight;
color += 4;
}
}
}
mul_v3_fl(sh, M_4PI / weight_accum);
copy_v3_v3(sl->spherical_harmonics_coefs[sh_component], sh);
}
static void studiolight_calculate_diffuse_light(StudioLight *sl)
{
/* init light to black */
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.0f);
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
const float normal_x_neg[3] = {-1.0f, 0.0f, 0.0f};
const float normal_x_pos[3] = { 1.0f, 0.0f, 0.0f};
const float normal_y_neg[3] = { 0.0f, 1.0f, 0.0f};
const float normal_y_pos[3] = { 0.0f, -1.0f, 0.0f};
const float normal_z_neg[3] = { 0.0f, 0.0f, -1.0f};
const float normal_z_pos[3] = { 0.0f, 0.0f, 1.0f};
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED);
studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_X_POS], normal_x_pos);
studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_X_NEG], normal_x_neg);
studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_Y_POS], normal_y_pos);
studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_Y_NEG], normal_y_neg);
studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_Z_POS], normal_z_pos);
studiolight_calculate_irradiance(sl, sl->diffuse_light[STUDIOLIGHT_Z_NEG], normal_z_neg);
for (int comp = 0; comp < 9; comp ++) {
studiolight_calculate_spherical_harmonics_coefficient(sl, comp);
#if 0
print_v3("SH2", sl->spherical_harmonics_coefs[comp]);
#endif
}
}
sl->flag |= STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED;
sl->flag |= STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED;
}
static float area_element(float x, float y )
@ -454,7 +553,6 @@ static void studiolight_calculate_specular_irradiance(StudioLight *sl, float col
static bool studiolight_load_irradiance_equirectangular_image(StudioLight *sl)
{
#if 1
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
ImBuf *ibuf = NULL;
ibuf = IMB_loadiffname(sl->path_irr, 0, NULL);
@ -465,7 +563,6 @@ static bool studiolight_load_irradiance_equirectangular_image(StudioLight *sl)
return true;
}
}
#endif
return false;
}
@ -561,7 +658,6 @@ static void studiolight_add_files_from_datafolder(const int folder_id, const cha
BLI_filelist_free(dir, totfile);
dir = NULL;
}
}
static int studiolight_flag_cmp_order(const StudioLight *sl)
@ -633,7 +729,7 @@ static uint *studiolight_radiance_preview(StudioLight *sl, int icon_size)
normal[0] = dx * 2.0f - 1.0f;
normal[1] = dy * 2.0f - 1.0f;
float dist = len_v2(normal);
normal[2] = sqrtf(1.0f - SQUARE(dist));
normal[2] = -sqrtf(1.0f - SQUARE(dist));
float direction[3];
reflect_v3_v3v3(direction, incoming, normal);
@ -691,105 +787,54 @@ static uint *studiolight_matcap_preview(StudioLight *sl, int icon_size, bool fli
static uint *studiolight_irradiance_preview(StudioLight *sl, int icon_size)
{
#if 0
if (!(sl->flag & STUDIOLIGHT_EXTERNAL_FILE))
#endif
{
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED);
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
float pixel_size = 1.0f / (float)icon_size;
uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
float pixel_size = 1.0f / (float)icon_size;
int offset = 0;
for (int y = 0; y < icon_size; y++) {
float dy = (y + 0.5f) / (float)icon_size;
dy = dy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
for (int x = 0; x < icon_size; x++) {
float dx = (x + 0.5f) / (float)icon_size;
dx = dx / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
int offset = 0;
for (int y = 0; y < icon_size; y++) {
float dy = (y + 0.5f) / (float)icon_size;
dy = dy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
for (int x = 0; x < icon_size; x++) {
float dx = (x + 0.5f) / (float)icon_size;
dx = dx / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
uint pixelresult = 0x0;
uint alphamask = alpha_circle_mask(dx, dy, 0.5f - pixel_size, 0.5f);
if (alphamask != 0) {
/* calculate normal */
float normal[3];
normal[0] = dx * 2.0f - 1.0f;
normal[1] = -(dy * 2.0f - 1.0f);
float dist = len_v2(normal);
normal[2] = -sqrtf(1.0f - SQUARE(dist));
SWAP(float, normal[1], normal[2]);
uint pixelresult = 0x0;
uint alphamask = alpha_circle_mask(dx, dy, 0.5f - pixel_size, 0.5f);
if (alphamask != 0) {
/* calculate normal */
float normal[3];
normal[0] = dx * 2.0f - 1.0f;
normal[1] = dy * 2.0f - 1.0f;
float dist = len_v2(normal);
normal[2] = sqrtf(1.0f - SQUARE(dist));
float color[3] = {0.0f, 0.0f, 0.0f};
/* Spherical Harmonics L0 */
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[0], 0.282095f);
float color[3];
mul_v3_v3fl(color, sl->diffuse_light[STUDIOLIGHT_X_POS], clamp_f(normal[0], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_X_NEG], clamp_f(-normal[0], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_POS], clamp_f(normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_NEG], clamp_f(-normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Y_POS], clamp_f(normal[2], 0.0, 1.0));
/* Spherical Harmonics L1 */
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[1], -0.488603f * normal[2]);
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[2], 0.488603f * normal[1]);
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[3], -0.488603f * normal[0]);
pixelresult = rgb_to_cpack(
linearrgb_to_srgb(color[0]),
linearrgb_to_srgb(color[1]),
linearrgb_to_srgb(color[2])) | alphamask;
}
rect[offset++] = pixelresult;
/* Spherical Harmonics L1 */
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[4], 1.092548f * normal[0] * normal[2]);
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[5], -1.092548f * normal[2] * normal[1]);
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[6], 0.315392f * (3.0f * normal[1] * normal[1] - 1.0f));
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[7], -1.092548 * normal[0] * normal[1]);
madd_v3_v3fl(color, sl->spherical_harmonics_coefs[8], 0.546274 * (normal[0] * normal[0] - normal[2] * normal[2]));
pixelresult = rgb_to_cpack(
linearrgb_to_srgb(color[0]),
linearrgb_to_srgb(color[1]),
linearrgb_to_srgb(color[2])) | alphamask;
}
rect[offset++] = pixelresult;
}
return rect;
}
#if 0
else {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
uint *rect = MEM_mallocN(icon_size * icon_size * sizeof(uint), __func__);
int icon_center = icon_size / 2;
float sphere_radius = icon_center * 0.9;
int offset = 0;
for (int y = 0; y < icon_size; y++) {
float dy = y - icon_center;
for (int x = 0; x < icon_size; x++) {
float dx = x - icon_center;
/* calculate aliasing */
float alias = 0;
const float alias_step = 0.333;
for (float ay = dy - 0.5; ay < dy + 0.5; ay += alias_step) {
for (float ax = dx - 0.5; ax < dx + 0.5; ax += alias_step) {
if (sqrt(ay * ay + ax * ax) < sphere_radius) {
alias += alias_step * alias_step;
}
}
}
uint pixelresult = 0x0;
uint alias_i = clamp_i(alias * 256, 0, 255);
if (alias_i != 0) {
/* calculate normal */
uint alias_mask = alias_i << 24;
float incoming[3];
copy_v3_fl3(incoming, 0.0, 1.0, 0.0);
float normal[3];
normal[0] = dx / sphere_radius;
normal[2] = dy / sphere_radius;
normal[1] = -sqrt(-(normal[0] * normal[0]) - (normal[2] * normal[2]) + 1);
normalize_v3(normal);
float direction[3];
reflect_v3_v3v3(direction, incoming, normal);
float color[4];
studiolight_calculate_radiance(sl->equirectangular_irradiance_buffer, color, direction);
pixelresult = rgb_to_cpack(
linearrgb_to_srgb(color[0]),
linearrgb_to_srgb(color[1]),
linearrgb_to_srgb(color[2])) | alias_mask;
}
rect[offset++] = pixelresult;
}
}
return rect;
}
#endif
return rect;
}
/* API */
@ -800,14 +845,19 @@ void BKE_studiolight_init(void)
/* order studio lights by name */
/* Also reserve icon space for it. */
/* Add default studio light */
sl = studiolight_create(STUDIOLIGHT_INTERNAL | STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA);
sl = studiolight_create(STUDIOLIGHT_INTERNAL | STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA);
BLI_strncpy(sl->name, "INTERNAL_01", FILE_MAXFILE);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 1.5f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 0.8f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.05f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.2f);
copy_v3_fl3(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.1f, 0.0f, 0.0f);
copy_v3_fl3(sl->spherical_harmonics_coefs[0], 1.03271556f, 1.07163882f, 1.11193657f);
copy_v3_fl3(sl->spherical_harmonics_coefs[1], -0.00480952f, 0.05290511f, 0.16394117f);
copy_v3_fl3(sl->spherical_harmonics_coefs[2], -0.29686999f, -0.27378261f, -0.24797194f);
copy_v3_fl3(sl->spherical_harmonics_coefs[3], 0.47932500f, 0.48242140f, 0.47190312f);
copy_v3_fl3(sl->spherical_harmonics_coefs[4], -0.00576984f, 0.00504886f, 0.01640534f);
copy_v3_fl3(sl->spherical_harmonics_coefs[5], 0.15500379f, 0.15415503f, 0.16244425f);
copy_v3_fl3(sl->spherical_harmonics_coefs[6], -0.02483751f, -0.02245096f, -0.00536885f);
copy_v3_fl3(sl->spherical_harmonics_coefs[7], 0.11155496f, 0.11005443f, 0.10839636f);
copy_v3_fl3(sl->spherical_harmonics_coefs[8], 0.01363425f, 0.01278363f, -0.00159006f);
BLI_addtail(&studiolights, sl);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
@ -899,7 +949,7 @@ void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
if ((flag & STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED)) {
studiolight_calculate_radiance_cubemap_buffers(sl);
}
if ((flag & STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED)) {
if ((flag & STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED)) {
studiolight_calculate_diffuse_light(sl);
}
if ((flag & STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE)) {

View File

@ -4,12 +4,7 @@ struct LightData {
};
struct WorldData {
vec4 diffuse_light_x_pos;
vec4 diffuse_light_x_neg;
vec4 diffuse_light_y_pos;
vec4 diffuse_light_y_neg;
vec4 diffuse_light_z_pos;
vec4 diffuse_light_z_neg;
vec3 spherical_harmonics_coefs[9];
vec4 background_color_low;
vec4 background_color_high;
vec4 object_outline_color;

View File

@ -1,24 +1,32 @@
#define BLINN
vec3 spherical_harmonics_L2(vec3 N, vec3 spherical_harmonics_coefs[9])
{
vec3 sh = vec3(0.0);
sh += 0.282095 * spherical_harmonics_coefs[0];
sh += -0.488603 * N.z * spherical_harmonics_coefs[1];
sh += 0.488603 * N.y * spherical_harmonics_coefs[2];
sh += -0.488603 * N.x * spherical_harmonics_coefs[3];
sh += 1.092548 * N.x * N.z * spherical_harmonics_coefs[4];
sh += -1.092548 * N.z * N.y * spherical_harmonics_coefs[5];
sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * spherical_harmonics_coefs[6];
sh += -1.092548 * N.x * N.y * spherical_harmonics_coefs[7];
sh += 0.546274 * (N.x * N.x - N.z * N.z) * spherical_harmonics_coefs[8];
return sh;
}
vec3 get_world_diffuse_light(WorldData world_data, vec3 N)
{
vec4 result = world_data.diffuse_light_x_pos * clamp(N.x, 0.0, 1.0);
result = mix(result, world_data.diffuse_light_x_neg, clamp(-N.x, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_pos, clamp(-N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_neg, clamp(N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_z_pos, clamp(N.z, 0.0, 1.0));
return mix(result, world_data.diffuse_light_z_neg, clamp(-N.z, 0.0, 1.0)).xyz;
return (spherical_harmonics_L2(vec3(N.x, N.y, -N.z), world_data.spherical_harmonics_coefs));
}
vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
{
vec4 result = world_data.diffuse_light_x_pos * clamp(N.x, 0.0, 1.0);
result = mix(result, world_data.diffuse_light_x_neg, clamp(-N.x, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_z_pos, clamp( N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_z_neg, clamp(-N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_pos, clamp( N.z, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.z, 0.0, 1.0));
return result.rgb;
return (spherical_harmonics_L2(vec3(N.x, -N.z, -N.y), world_data.spherical_harmonics_coefs));
}
/* N And I are in View Space. */

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@ -118,7 +118,6 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
wpd->viewvecs[1][2] = vec_far[2] - wpd->viewvecs[0][2];
}
}
}
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3])
@ -154,20 +153,8 @@ void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, floa
wd->num_lights = light_index;
}
#if 0
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
float rot_matrix[3][3];
axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
}
else {
#else
{
#endif
copy_v3_v3(light_direction, scene->display.light_direction);
negate_v3(light_direction);
}
copy_v3_v3(light_direction, scene->display.light_direction);
negate_v3(light_direction);
DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
}

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@ -112,12 +112,7 @@ typedef struct WORKBENCH_UBO_Light {
} WORKBENCH_UBO_Light;
typedef struct WORKBENCH_UBO_World {
float diffuse_light_x_pos[4];
float diffuse_light_x_neg[4];
float diffuse_light_y_pos[4];
float diffuse_light_y_neg[4];
float diffuse_light_z_pos[4];
float diffuse_light_z_neg[4];
float spherical_harmonics_coefs[9][4];
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];

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@ -34,14 +34,10 @@
void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd)
{
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
copy_v3_v3(wd->diffuse_light_x_pos, sl->diffuse_light[STUDIOLIGHT_X_POS]);
copy_v3_v3(wd->diffuse_light_x_neg, sl->diffuse_light[STUDIOLIGHT_X_NEG]);
copy_v3_v3(wd->diffuse_light_y_pos, sl->diffuse_light[STUDIOLIGHT_Y_POS]);
copy_v3_v3(wd->diffuse_light_y_neg, sl->diffuse_light[STUDIOLIGHT_Y_NEG]);
copy_v3_v3(wd->diffuse_light_z_pos, sl->diffuse_light[STUDIOLIGHT_Z_POS]);
copy_v3_v3(wd->diffuse_light_z_neg, sl->diffuse_light[STUDIOLIGHT_Z_NEG]);
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED);
for (int i = 0; i < 9; i++) {
copy_v3_v3(wd->spherical_harmonics_coefs[i], sl->spherical_harmonics_coefs[i]);
}
}
static void compute_parallel_lines_nor_and_dist(const float v1[2], const float v2[2], const float v3[2], float r_line[2])

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@ -674,7 +674,7 @@ static PointerRNA rna_View3DShading_selected_studio_light_get(PointerRNA *ptr)
{
View3D *v3d = (View3D *)ptr->data;
StudioLight *sl;
if (v3d->shading.light == V3D_LIGHTING_MATCAP) {
if (v3d->drawtype == OB_SOLID && v3d->shading.light == V3D_LIGHTING_MATCAP) {
sl = BKE_studiolight_find(v3d->shading.matcap, STUDIOLIGHT_FLAG_ALL);
}
else {