StudioLight: Use texel size as input size
Bettter light distribution for diffuse shading
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@ -347,8 +347,30 @@ static void studiolight_calculate_diffuse_light(StudioLight *sl)
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sl->flag |= STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED;
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}
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static float area_element(float x, float y )
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{
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return atan2f(x * y, sqrt(x * x + y * y + 1));
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}
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static float texel_coord_solid_angle(float a_U, float a_V, int a_Size)
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{
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//scale up to [-1, 1] range (inclusive), offset by 0.5 to point to texel center.
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float u = (2.0f * ((float)a_U + 0.5f) / (float)a_Size ) - 1.0f;
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float v = (2.0f * ((float)a_V + 0.5f) / (float)a_Size ) - 1.0f;
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float resolution_inv = 1.0f / a_Size;
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// U and V are the -1..1 texture coordinate on the current face.
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// Get projected area for this texel
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float x0 = u - resolution_inv;
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float y0 = v - resolution_inv;
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float x1 = u + resolution_inv;
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float y1 = v + resolution_inv;
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return area_element(x0, y0) - area_element(x0, y1) - area_element(x1, y0) + area_element(x1, y1);
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}
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BLI_INLINE void studiolight_evaluate_specular_radiance_buffer(
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ImBuf *radiance_buffer, const float specular, const float normal[3], float color[3], int *hits,
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ImBuf *radiance_buffer, const float normal[3], float color[3],
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int xoffset, int yoffset, int zoffset, float zvalue)
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{
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if (radiance_buffer == NULL) {
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@ -360,13 +382,14 @@ BLI_INLINE void studiolight_evaluate_specular_radiance_buffer(
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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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float u = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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float v = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
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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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direction[xoffset] = u;
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direction[yoffset] = v;
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normalize_v3(direction);
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angle = pow(fmax(0.0f, dot_v3v3(direction, normal)), specular);
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angle = fmax(0.0f, dot_v3v3(direction, normal)) * texel_coord_solid_angle(x, y, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
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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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@ -375,30 +398,28 @@ BLI_INLINE void studiolight_evaluate_specular_radiance_buffer(
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static void studiolight_calculate_specular_irradiance(StudioLight *sl, float color[3], const float normal[3])
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{
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const float specular = 1.0f;
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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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studiolight_evaluate_specular_radiance_buffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], specular, normal, color, &hits, 0, 2, 1, 0.5);
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS], normal, color, 0, 2, 1, 0.5);
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/* front */
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studiolight_evaluate_specular_radiance_buffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], specular, normal, color, &hits, 0, 2, 1, -0.5);
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG], normal, color, 0, 2, 1, -0.5);
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/* left */
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studiolight_evaluate_specular_radiance_buffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], specular, normal, color, &hits, 1, 2, 0, 0.5);
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sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS], normal, color, 1, 2, 0, 0.5);
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/* right */
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studiolight_evaluate_specular_radiance_buffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], specular, normal, color, &hits, 1, 2, 0, -0.5);
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sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG], normal, color, 1, 2, 0, -0.5);
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/* top */
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studiolight_evaluate_specular_radiance_buffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], specular, normal, color, &hits, 0, 1, 2, 0.5);
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS], normal, color, 0, 1, 2, 0.5);
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/* bottom */
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studiolight_evaluate_specular_radiance_buffer(
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], specular, normal, color, &hits, 0, 1, 2, -0.5);
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sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG], normal, color, 0, 1, 2, -0.5);
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mul_v3_fl(color, 1.0/ M_PI);
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}
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