Custom Hdri: Use same AntiAliasing as Matcaps
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b503dd7747
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@ -607,53 +607,48 @@ static uint alpha_circle_mask(float u, float v, float inner_edge, float outer_ed
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return mask << 24;
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}
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#define STUDIOLIGHT_DIAMETER 0.95f
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static uint *studiolight_radiance_preview(StudioLight *sl, int icon_size)
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{
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
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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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float pixel_size = 1.0f / (float)icon_size;
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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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float dy = (y + 0.5f) / (float)icon_size;
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dy = dy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
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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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float dx = (x + 0.5f) / (float)icon_size;
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dx = dx / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
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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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uint alphamask = alpha_circle_mask(dx, dy, 0.5f - pixel_size, 0.5f);
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if (alphamask != 0) {
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float incoming[3] = {0.0f, 0.0f, -1.0f};
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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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normal[0] = dx * 2.0f - 1.0f;
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normal[1] = dy * 2.0f - 1.0f;
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float dist = len_v2(normal);
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normal[2] = sqrtf(1.0f - dist*dist);
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float direction[3];
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reflect_v3_v3v3(direction, incoming, normal);
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/* We want to see horizon not poles. */
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SWAP(float, direction[1], direction[2]);
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direction[1] = -direction[1];
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float color[4];
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studiolight_calculate_radiance(sl->equirectangular_radiance_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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linearrgb_to_srgb(color[2])) | alphamask;
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}
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rect[offset++] = pixelresult;
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}
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@ -672,13 +667,12 @@ static uint *studiolight_matcap_preview(StudioLight *sl, int icon_size, bool fli
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int offset = 0;
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ImBuf *ibuf = sl->equirectangular_radiance_buffer;
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const float diameter = 0.95f;
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for (int y = 0; y < icon_size; y++) {
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fy = (y + 0.5f) / (float)icon_size;
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fy = fy / diameter - (1.0f - diameter) / 2.0f;
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fy = fy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
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for (int x = 0; x < icon_size; x++) {
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fx = (x + 0.5f) / (float)icon_size;
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fx = fx / diameter - (1.0f - diameter) / 2.0f;
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fx = fx / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
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if (flipped) {
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fx = 1.0f - fx;
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}
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@ -705,17 +699,15 @@ static uint *studiolight_irradiance_preview(StudioLight *sl, int icon_size)
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_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 pixel_size = 1.0f / (float)icon_size;
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int offset = 0;
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const float diameter = 0.95f;
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for (int y = 0; y < icon_size; y++) {
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float dy = (y + 0.5f) / (float)icon_size;
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dy = dy / diameter - (1.0f - diameter) / 2.0f;
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dy = dy / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
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for (int x = 0; x < icon_size; x++) {
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float dx = (x + 0.5f) / (float)icon_size;
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dx = dx / diameter - (1.0f - diameter) / 2.0f;
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dx = dx / STUDIOLIGHT_DIAMETER - (1.0f - STUDIOLIGHT_DIAMETER) / 2.0f;
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uint pixelresult = 0x0;
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uint alphamask = alpha_circle_mask(dx, dy, 0.5f - pixel_size, 0.5f);
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