[Bf-blender-cvs] [ff19b527e85] blender2.8: Workbench: Calculate irradiance using radiance buffers
Jeroen Bakker
noreply at git.blender.org
Tue May 22 15:05:58 CEST 2018
Commit: ff19b527e85ec5144efbd663bf9b4c338e179358
Author: Jeroen Bakker
Date: Thu May 17 15:23:21 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBff19b527e85ec5144efbd663bf9b4c338e179358
Workbench: Calculate irradiance using radiance buffers
===================================================================
M release/scripts/startup/bl_ui/space_view3d.py
M source/blender/blenkernel/BKE_studiolight.h
M source/blender/blenkernel/intern/studiolight.c
M source/blender/draw/engines/workbench/workbench_materials.c
M source/blender/makesrna/intern/rna_space.c
===================================================================
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index f20e9021e28..6bf10231be5 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -3515,12 +3515,11 @@ class VIEW3D_PT_shading(Panel):
col.separator()
- if not(shading.light == 'STUDIO' and shading.studio_light_orientation == 'WORLD'):
- row = col.row()
- row.prop(shading, "show_shadows")
- sub = row.row()
- sub.active = shading.show_shadows
- sub.prop(shading, "shadow_intensity", text="")
+ row = col.row()
+ row.prop(shading, "show_shadows")
+ sub = row.row()
+ sub.active = shading.show_shadows
+ sub.prop(shading, "shadow_intensity", text="")
col.prop(shading, "show_object_outline")
diff --git a/source/blender/blenkernel/BKE_studiolight.h b/source/blender/blenkernel/BKE_studiolight.h
index 863aab37f39..2fcf6ab2f19 100644
--- a/source/blender/blenkernel/BKE_studiolight.h
+++ b/source/blender/blenkernel/BKE_studiolight.h
@@ -38,6 +38,8 @@
#include "DNA_space_types.h"
+#include "IMB_imbuf_types.h"
+
/*
* These defines are the indexes in the StudioLight.diffuse_light
* X_POS means the light that is traveling towards the positive X
@@ -50,17 +52,16 @@
#define STUDIOLIGHT_Z_POS 4
#define STUDIOLIGHT_Z_NEG 5
-enum StudioLightFlag
-{
- STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
- STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1),
- STUDIOLIGHT_EXTERNAL_FILE = (1 << 2),
- STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 3),
- STUDIOLIGHT_ORIENTATION_WORLD = (1 << 4),
+enum StudioLightFlag {
+ STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
+ STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1),
+ STUDIOLIGHT_EXTERNAL_FILE = (1 << 2),
+ STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 3),
+ STUDIOLIGHT_ORIENTATION_WORLD = (1 << 4),
+ STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 5),
} StudioLightFlag;
-typedef struct StudioLight
-{
+typedef struct StudioLight {
struct StudioLight *next, *prev;
int flag;
char name[FILE_MAXFILE];
@@ -69,6 +70,7 @@ typedef struct StudioLight
int index;
float diffuse_light[6][3];
float light_direction[3];
+ ImBuf *radiance_buffers[6];
} StudioLight;
void BKE_studiolight_init(void);
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c
index 7942cbaab71..5b84a686fa9 100644
--- a/source/blender/blenkernel/intern/studiolight.c
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -53,14 +53,21 @@
/* Statics */
static ListBase studiolights;
-#define STUDIO_LIGHT_EXTENSIONS ".jpg", ".hdr"
-#define STUDIO_LIGHT_DIFFUSE_SAMPLE_STEP 64
-static const char *STUDIO_LIGHT_CAMERA_FOLDER = "studiolights/camera/";
-static const char *STUDIO_LIGHT_WORLD_FOLDER = "studiolights/world/";
+#define STUDIOLIGHT_EXTENSIONS ".jpg", ".hdr"
+#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 32
+
+static const char *STUDIOLIGHT_CAMERA_FOLDER = "studiolights/camera/";
+static const char *STUDIOLIGHT_WORLD_FOLDER = "studiolights/world/";
/* FUNCTIONS */
static void studiolight_free(struct StudioLight *sl)
{
+ for (int index = 0 ; index < 6 ; index ++) {
+ if (sl->radiance_buffers[index] != NULL) {
+ MEM_freeN(sl->radiance_buffers[index]);
+ sl->radiance_buffers[index] = NULL;
+ }
+ }
MEM_freeN(sl);
}
@@ -72,6 +79,10 @@ static struct StudioLight *studiolight_create(void)
sl->flag = 0;
sl->index = BLI_listbase_count(&studiolights);
sl->icon_id = BKE_icon_ensure_studio_light(sl);
+
+ for (int index = 0 ; index < 6 ; index ++) {
+ sl->radiance_buffers[index] = NULL;
+ }
return sl;
}
@@ -91,44 +102,203 @@ static void equirectangular_to_direction(float r[3], float u, float v)
r[2] = cosf(theta);
}
-static void studiolight_calculate_directional_diffuse_light(ImBuf *ibuf, float color[4], const float start[3], const float v1[3], const float v2[3])
+static void studiolight_calculate_radiance(ImBuf *ibuf, float color[4], const float direction[3])
{
- const int steps = STUDIO_LIGHT_DIFFUSE_SAMPLE_STEP;
float uv[2];
- float dir[3];
- float col[4];
- float v11[3];
- float v12[3];
- float totcol[4];
-
- zero_v4(totcol);
- for (int x = 0; x < steps ; x++) {
- float xf = (float)x / (float)steps;
- mul_v3_v3fl(v11, v1, xf);
- for (int y = 0; y < steps; y++) {
- float yf = (float)y / (float)steps;
- /* start + x/steps*v1 + y/steps*v2 */
- mul_v3_v3fl(v12, v2, yf);
- add_v3_v3v3(dir, start, v11);
- add_v3_v3(dir, v12);
- /* normalize */
- normalize_v3(dir);
-
- /* sample */
- direction_to_equirectangular(uv, dir);
- nearest_interpolation_color_wrap(ibuf, NULL, col, uv[0] * ibuf->x, uv[1] * ibuf->y);
- add_v3_v3(totcol, col);
+ direction_to_equirectangular(uv, direction);
+ nearest_interpolation_color_wrap(ibuf, NULL, color, uv[0] * ibuf->x, uv[1] * ibuf->y);
+}
+
+static void studiolight_calculate_radiance_buffer(ImBuf *ibuf, float *colbuf, const float start_x, const float add_x, const float start_y, const float add_y, const float z, const int index_x, const int index_y, const int index_z)
+{
+ float direction[3];
+ float yf = start_y;
+ float xf;
+ float *color = colbuf;
+
+ for (int y = 0; y < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; y ++, yf += add_y) {
+ xf = start_x;
+ for (int x = 0; x < STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE; x ++, xf += add_x) {
+ direction[index_x] = xf;
+ direction[index_y] = yf;
+ direction[index_z] = z;
+ normalize_v3(direction);
+ studiolight_calculate_radiance(ibuf, color, direction);
+ color += 4;
}
}
- mul_v3_v3fl(color, totcol, 1.0 / (steps * steps));
}
-static void studiolight_calculate_diffuse_light(StudioLight *sl)
+static void studiolight_calculate_radiance_buffers(StudioLight *sl)
{
- float start[3];
- float v1[3];
- float v2[3];
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ ImBuf* ibuf = NULL;
+ ibuf = IMB_loadiffname(sl->path, 0, NULL);
+ if (ibuf) {
+ IMB_float_from_rect(ibuf);
+ float *colbuf = MEM_mallocN(4*STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE*STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE*sizeof(float), __func__);
+ const float add = 1.0f / (STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE + 1);
+ const float start = ((1.0f / STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) * 0.5f) - 0.5f;
+
+ /* front */
+ studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, start, add, 0.5f, 0, 2, 1);
+ sl->radiance_buffers[STUDIOLIGHT_Y_POS] = IMB_allocFromBuffer(NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+
+ /* back */
+ studiolight_calculate_radiance_buffer(ibuf, colbuf, -start, -add, start, add, -0.5f, 0, 2, 1);
+ sl->radiance_buffers[STUDIOLIGHT_Y_NEG] = IMB_allocFromBuffer(NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+
+ /* left */
+ studiolight_calculate_radiance_buffer(ibuf, colbuf, -start, -add, start, add, 0.5f, 1, 2, 0);
+ sl->radiance_buffers[STUDIOLIGHT_X_POS] = IMB_allocFromBuffer(NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+
+ /* right */
+ studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, start, add, -0.5f, 1, 2, 0);
+ sl->radiance_buffers[STUDIOLIGHT_X_NEG] = IMB_allocFromBuffer(NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+
+ /* top */
+ studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, start, add, -0.5f, 0, 1, 2);
+ sl->radiance_buffers[STUDIOLIGHT_Z_NEG] = IMB_allocFromBuffer(NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+
+ /* bottom */
+ studiolight_calculate_radiance_buffer(ibuf, colbuf, start, add, -start, -add, 0.5f, 0, 1, 2);
+ sl->radiance_buffers[STUDIOLIGHT_Z_POS] = IMB_allocFromBuffer(NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+
+#if 0
+ IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_X_POS], "/tmp/studiolight_radiance_left.png", IB_rectfloat);
+ IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_X_NEG], "/tmp/studiolight_radiance_right.png", IB_rectfloat);
+ IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Y_POS], "/tmp/studiolight_radiance_front.png", IB_rectfloat);
+ IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Y_NEG], "/tmp/studiolight_radiance_back.png", IB_rectfloat);
+ IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Z_POS], "/tmp/studiolight_radiance_bottom.png", IB_rectfloat);
+ IMB_saveiff(sl->radiance_buffers[STUDIOLIGHT_Z_NEG], "/tmp/studiolight_radiance_top.png", IB_rectfloat);
+#endif
+ MEM_freeN(colbuf);
+ IMB_freeImBuf(ibuf);
+ }
+ }
+ sl->flag |= STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED;
+}
+static void studiolight_calculate_irradiance(StudioLight *sl, float color[3], const float normal[3])
+{
+ float direction[3];
+ ImBuf *radiance_buffer;
+ float *radiance_color;
+ float angle;
+
+ /* back */
+ radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_Y_POS];
+ 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[1] = 0.5;
+ direction[0] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
+ direction[2] = (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;
+ }
+ }
+
+ /* front */
+ radiance_buffer = sl->radiance_buffers[STUDIOLIGHT_Y_NEG];
+ 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[1] = -0.5;
+ direction[0] = (x / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
+ direction[2] = (y / (float)STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE) - 0.5f;
+ normalize_v3(direction);
+ angle = dot_v3v3(direction, normal);
+ if (angle > 0.0f
@@ Diff output truncated at 10240 characters. @@
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