Workbench: StudioLight HDRI's

The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.

Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.

I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
This commit is contained in:
Jeroen Bakker 2018-05-11 16:55:14 +02:00
parent 68b736ce24
commit d3c4248946
17 changed files with 496 additions and 150 deletions

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@ -43,6 +43,7 @@ enum {
ICON_DATA_PREVIEW,
/** 2D triangles: obj is #Icon_Geom */
ICON_DATA_GEOM,
ICON_DATA_STUDIOLIGHT,
};
struct Icon {
@ -77,6 +78,7 @@ typedef struct Icon Icon;
struct ImBuf;
struct PreviewImage;
struct ID;
struct StudioLight;
enum eIconSizes;
@ -158,6 +160,8 @@ struct ImBuf *BKE_icon_geom_rasterize(
const struct Icon_Geom *geom,
const unsigned int size_x, const unsigned int size_y);
int BKE_icon_ensure_studio_light(struct StudioLight *sl);
#define ICON_RENDER_DEFAULT_HEIGHT 32
#endif /* __BKE_ICONS_H__ */

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@ -0,0 +1,73 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006-2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_STUDIOLIGHT_H__
#define __BKE_STUDIOLIGHT_H__
/** \file BKE_studiolight.h
* \ingroup bke
*
* Studio lighting for the 3dview
*/
#include "BLI_sys_types.h"
#include "DNA_space_types.h"
#define STUDIOLIGHT_X_POS 0
#define STUDIOLIGHT_X_NEG 1
#define STUDIOLIGHT_Y_POS 2
#define STUDIOLIGHT_Y_NEG 3
#define STUDIOLIGHT_Z_POS 4
#define STUDIOLIGHT_Z_NEG 5
enum StudioLightFlag
{
STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
STUDIOLIGHT_EXTERNAL_FILE = (1 << 1),
} StudioLightFlag;
typedef struct StudioLight
{
struct StudioLight *next, *prev;
int flag;
char name[FILE_MAXFILE];
char path[FILE_MAX];
int icon_id;
int index;
float diffuse_light[6][3];
} StudioLight;
void BKE_studiolight_init(void);
void BKE_studiolight_free(void);
struct StudioLight *BKE_studiolight_find(const char* name);
struct StudioLight *BKE_studiolight_findindex(int index);
unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size);
const struct ListBase *BKE_studiolight_listbase(void);
void BKE_studiolight_ensure_flag(StudioLight *sl, int flag);
#endif /* __BKE_STUDIOLIGHT_H__ */

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@ -185,6 +185,7 @@ set(SRC
intern/softbody.c
intern/sound.c
intern/speaker.c
intern/studiolight.c
intern/subsurf_ccg.c
intern/suggestions.c
intern/text.c
@ -303,6 +304,7 @@ set(SRC
BKE_softbody.h
BKE_sound.h
BKE_speaker.h
BKE_studiolight.h
BKE_subsurf.h
BKE_suggestions.h
BKE_text.h

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@ -56,6 +56,7 @@
#include "BKE_icons.h"
#include "BKE_global.h" /* only for G.background test */
#include "BKE_studiolight.h"
#include "BLI_sys_types.h" // for intptr_t support
@ -802,3 +803,13 @@ struct Icon_Geom *BKE_icon_geom_from_file(const char *filename)
}
/** \} */
/** \name Studio Light Icon
* \{ */
int BKE_icon_ensure_studio_light(struct StudioLight *sl) {
int icon_id = get_next_free_id();
icon_create(icon_id, ICON_DATA_STUDIOLIGHT, sl);
return icon_id;
}
/** \} */

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@ -0,0 +1,297 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006-2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/blenkernel/intern/studiolight.c
* \ingroup bke
*/
#include "BKE_studiolight.h"
#include "BKE_appdir.h"
#include "BKE_icons.h"
#include "BLI_fileops.h"
#include "BLI_fileops_types.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "DNA_listBase.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "MEM_guardedalloc.h"
/* Statics */
static ListBase studiolights;
static const char *STUDIO_LIGHT_FOLDER = "studiolights/";
/* FUNCTIONS */
static void studiolight_free(struct StudioLight *sl)
{
MEM_freeN(sl);
}
static struct StudioLight *studiolight_create(void)
{
struct StudioLight *sl = MEM_callocN(sizeof(*sl), __func__);
sl->path[0] = 0x00;
sl->name[0] = 0x00;
sl->flag = 0;
sl->index = BLI_listbase_count(&studiolights);
sl->icon_id = BKE_icon_ensure_studio_light(sl);
return sl;
}
static void direction_to_equirectangular(float r[2], const float dir[3])
{
r[0] = (atan2f(dir[1], dir[0]) - M_PI) / -(M_PI * 2);
r[1] = (acosf(dir[2] / 1.0) - M_PI) / -M_PI;
}
static void studiolight_calculate_directional_diffuse_light(ImBuf *ibuf, float color[4], const float start[3], const float v1[3], const float v2[3], int steps)
{
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);
}
}
mul_v3_v3fl(color, totcol, 1.0/(steps*steps));
}
static void studiolight_calculate_diffuse_light(StudioLight *sl)
{
const int steps = 16;
float start[3];
float v1[3];
float v2[3];
/* 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) {
ImBuf* ibuf = NULL;
ibuf = IMB_loadiffname(sl->path, 0, NULL);
if (ibuf) {
IMB_float_from_rect(ibuf);
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
copy_v3_fl3(v1, 0.0f, 2.0f, 0.0f);
copy_v3_fl3(v2, 0.0f, 0.0f, 2.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Z_NEG], start, v1, v2, steps);
copy_v3_fl3(start, 1.0f, -1.0f, -1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Z_POS], start, v1, v2, steps);
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
copy_v3_fl3(v1, 2.0f, 0.0f, 0.0f);
copy_v3_fl3(v2, 0.0f, 0.0f, 2.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_X_POS], start, v1, v2, steps);
copy_v3_fl3(start, -1.0f, 1.0f, -1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_X_NEG], start, v1, v2, steps);
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
copy_v3_fl3(v1, 2.0f, 0.0f, 0.0f);
copy_v3_fl3(v2, 0.0f, 2.0f, 0.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Y_NEG], start, v1, v2, steps);
copy_v3_fl3(start, -1.0f, -1.0f, 1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Y_POS], start, v1, v2, steps);
IMB_freeImBuf(ibuf);
}
}
sl->flag |= STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED;
}
/* API */
void BKE_studiolight_init(void)
{
StudioLight *sl;
/* go over the preset folder and add a studiolight for every image with its path */
/* order studio lights by name */
/* Also reserve icon space for it. */
/* Add default studio light */
sl = studiolight_create();
BLI_strncpy(sl->name, "INTERNAL_01\0", FILE_MAXFILE);
sl->flag = STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED;
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], 1.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.0f);
BLI_addtail(&studiolights, sl);
struct direntry *dir;
const char *folder = BKE_appdir_folder_id(BLENDER_DATAFILES, STUDIO_LIGHT_FOLDER);
unsigned int totfile = BLI_filelist_dir_contents(folder, &dir);
int i;
for (i = 0; i < totfile; i++) {
if ((dir[i].type & S_IFREG)) {
const char *filename = dir[i].relname;
const char *path = dir[i].path;
if (BLI_testextensie(filename, ".jpg")) {
sl = studiolight_create();
sl->flag = STUDIOLIGHT_EXTERNAL_FILE;
BLI_strncpy(sl->name, filename, FILE_MAXFILE);
BLI_strncpy(sl->path, path, FILE_MAXFILE);
BLI_addtail(&studiolights, sl);
}
}
}
BLI_filelist_free(dir, totfile);
dir = NULL;
}
void BKE_studiolight_free(void)
{
struct StudioLight *sl;
while((sl = (StudioLight*)BLI_pophead(&studiolights)))
{
studiolight_free(sl);
}
}
struct StudioLight *BKE_studiolight_find(const char* name)
{
LISTBASE_FOREACH(StudioLight *, sl, &studiolights) {
if (STREQLEN(sl->name, name, FILE_MAXFILE)) {
return sl;
}
}
/* When not found, use the default studio light */
return (StudioLight*)studiolights.first;
}
struct StudioLight *BKE_studiolight_findindex(int index)
{
LISTBASE_FOREACH(StudioLight *, sl, &studiolights) {
if (sl->index == index) {
return sl;
}
}
/* When not found, use the default studio light */
return (StudioLight*)studiolights.first;
}
const struct ListBase *BKE_studiolight_listbase(void)
{
return &studiolights;
}
unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size)
{
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_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 normal[3];
normal[0] = dx / sphere_radius;
normal[1] = dy / sphere_radius;
normal[2] = sqrt(-(normal[0] * normal[0]) - (normal[1] * normal[1]) + 1);
normalize_v3(normal);
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_Y_POS], clamp_f(normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Y_NEG], clamp_f(-normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_POS], clamp_f(normal[2], 0.0, 1.0));
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;
}
void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
{
if (sl->flag & flag){
return;
}
if ((flag & STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED)) {
studiolight_calculate_diffuse_light(sl);
}
}

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@ -135,5 +135,4 @@ void DRW_opengl_context_disable(void);
void DRW_deferred_shader_remove(struct GPUMaterial *mat);
uint *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size);
#endif /* __DRW_ENGINE_H__ */

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@ -338,6 +338,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
if (v3d) {
wpd->shading = v3d->shading;
wpd->drawtype = v3d->drawtype;
wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light);
}
else {
/* XXX: We should get the default shading from the view layer, after we implemented the render callback */
@ -346,7 +347,9 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
wpd->shading.shadow_intensity = 0.5;
copy_v3_fl(wpd->shading.single_color, 0.8f);
wpd->drawtype = OB_SOLID;
wpd->studio_light = BKE_studiolight_findindex(0);
}
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
select_deferred_shaders(wpd);
/* Deferred Mix Pass */
@ -360,7 +363,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
studiolight_update_world(wpd->shading.studio_light, wd);
studiolight_update_world(wpd->studio_light, wd);
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);

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@ -27,6 +27,8 @@
#define __WORKBENCH_PRIVATE_H__
#include "BKE_studiolight.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
@ -81,6 +83,7 @@ typedef struct WORKBENCH_PrivateData {
struct GPUShader *prepass_texture_sh;
struct GPUShader *composite_sh;
View3DShading shading;
StudioLight *studio_light;
int drawtype;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
@ -127,6 +130,6 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
void workbench_materials_cache_finish(WORKBENCH_Data *vedata);
/* workbench_studiolight.c */
void studiolight_update_world(int studio_light, WORKBENCH_UBO_World *wd);
void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd);
#endif

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@ -22,118 +22,19 @@
/** \file workbench_studiolight.c
* \ingroup draw_engine
*/
#include "BKE_studiolight.h"
#include "DRW_engine.h"
#include "workbench_private.h"
#include "BLI_math.h"
#define STUDIOLIGHT_X_POS 0
#define STUDIOLIGHT_X_NEG 1
#define STUDIOLIGHT_Y_POS 2
#define STUDIOLIGHT_Y_NEG 3
#define STUDIOLIGHT_Z_POS 4
#define STUDIOLIGHT_Z_NEG 5
const float studiolights[][6][3] = {
{
{1.0, 0.8, 0.6},
{1.0, 0.6, 0.6},
{0.9, 0.9, 1.0},
{0.05, 0.025, 0.025},
{0.8, 0.8, 0.75},
{1.0, 0.95, 0.8},
},
{
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.8, 0.8, 1.0},
{0.0, 0.0, 0.0},
},
{
{0.4, 0.3, 0.8},
{0.4, 0.3, 0.8},
{0.8, 0.8, 0.2},
{0.0, 0.0, 0.0},
{0.4, 0.4, 0.8},
{0.0, 0.0, 0.0},
},
{
{0.2, 0.2, 0.0},
{0.8, 0.2, 0.0},
{0.8, 0.2, 0.0},
{0.2, 0.2, 0.0},
{0.8, 0.6, 0.4},
{0.0, 0.0, 0.0},
},
{
{0.8, 0.2, 0.0},
{0.8, 0.2, 0.0},
{0.8, 0.6, 0.0},
{0.2, 0.2, 0.0},
{1.0, 0.5, 0.0},
{0.0, 0.0, 0.0},
},
};
void studiolight_update_world(int studio_light, WORKBENCH_UBO_World *wd)
void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd)
{
copy_v3_v3(wd->diffuse_light_x_pos, studiolights[studio_light][STUDIOLIGHT_X_POS]);
copy_v3_v3(wd->diffuse_light_x_neg, studiolights[studio_light][STUDIOLIGHT_X_NEG]);
copy_v3_v3(wd->diffuse_light_y_pos, studiolights[studio_light][STUDIOLIGHT_Y_POS]);
copy_v3_v3(wd->diffuse_light_y_neg, studiolights[studio_light][STUDIOLIGHT_Y_NEG]);
copy_v3_v3(wd->diffuse_light_z_pos, studiolights[studio_light][STUDIOLIGHT_Z_POS]);
copy_v3_v3(wd->diffuse_light_z_neg, studiolights[studio_light][STUDIOLIGHT_Z_NEG]);
}
uint *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size)
{
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 = 0.2;
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 normal[3];
normal[0] = dx / sphere_radius;
normal[1] = dy / sphere_radius;
normal[2] = sqrt(-(normal[0] * normal[0]) - (normal[1] * normal[1]) + 1);
normalize_v3(normal);
float color[3];
mul_v3_v3fl(color, studiolights[studiolight_id][STUDIOLIGHT_X_POS], clamp_f(normal[0], 0.0, 1.0));
interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_X_NEG], clamp_f(-normal[0], 0.0, 1.0));
interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_Y_POS], clamp_f(normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_Y_NEG], clamp_f(-normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_Z_POS], clamp_f(normal[2], 0.0, 1.0));
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;
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]);
}

View File

@ -1031,10 +1031,3 @@ DEF_VICO(COLORSET_17_VEC)
DEF_VICO(COLORSET_18_VEC)
DEF_VICO(COLORSET_19_VEC)
DEF_VICO(COLORSET_20_VEC)
/* Studio lighting presets */
DEF_ICON(STUDIOLIGHT_01)
DEF_ICON(STUDIOLIGHT_02)
DEF_ICON(STUDIOLIGHT_03)
DEF_ICON(STUDIOLIGHT_04)
DEF_ICON(STUDIOLIGHT_05)

View File

@ -58,6 +58,7 @@
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_appdir.h"
#include "BKE_studiolight.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
@ -493,23 +494,6 @@ static void init_matcap_icons(void)
}
static void init_studio_light_icons(void)
{
/* dynamic allocation now, tucking datatoc pointers in DrawInfo */
#define INIT_STUDIOLIGHT_ICON(icon_id, studiolight_id) \
{ \
DrawInfo *di; \
di = def_internal_icon(NULL, icon_id, 0, 0, 96, ICON_TYPE_BUFFER); \
di->data.buffer.image->rect = WORKBENCH_generate_studiolight_preview(studiolight_id, 96); \
} (void)0
INIT_STUDIOLIGHT_ICON(ICON_STUDIOLIGHT_01, 0);
INIT_STUDIOLIGHT_ICON(ICON_STUDIOLIGHT_02, 1);
INIT_STUDIOLIGHT_ICON(ICON_STUDIOLIGHT_03, 2);
INIT_STUDIOLIGHT_ICON(ICON_STUDIOLIGHT_04, 3);
INIT_STUDIOLIGHT_ICON(ICON_STUDIOLIGHT_05, 4);
}
static void init_internal_icons(void)
{
// bTheme *btheme = UI_GetTheme();
@ -779,8 +763,9 @@ void UI_icons_free_drawinfo(void *drawinfo)
/**
* #Icon.data_type and #Icon.obj
*/
static DrawInfo *icon_create_drawinfo(int icon_data_type)
static DrawInfo *icon_create_drawinfo(Icon *icon)
{
int icon_data_type = icon->obj_type;
DrawInfo *di = NULL;
di = MEM_callocN(sizeof(DrawInfo), "di_icon");
@ -791,6 +776,16 @@ static DrawInfo *icon_create_drawinfo(int icon_data_type)
else if (icon_data_type == ICON_DATA_GEOM) {
di->type = ICON_TYPE_GEOM;
}
else if (icon_data_type == ICON_DATA_STUDIOLIGHT) {
const int STUDIOLIGHT_SIZE = 96;
StudioLight *sl = icon->obj;
di->type = ICON_TYPE_BUFFER;
IconImage *img = MEM_mallocN(sizeof(IconImage), __func__);
img->w = STUDIOLIGHT_SIZE;
img->h = STUDIOLIGHT_SIZE;
img->rect = BKE_studiolight_preview(sl, STUDIOLIGHT_SIZE);
di->data.buffer.image = img;
}
else {
BLI_assert(0);
}
@ -803,7 +798,7 @@ static DrawInfo *icon_ensure_drawinfo(Icon *icon)
if (icon->drawinfo) {
return icon->drawinfo;
}
DrawInfo *di = icon_create_drawinfo(icon->obj_type);
DrawInfo *di = icon_create_drawinfo(icon);
icon->drawinfo = di;
icon->drawinfo_free = UI_icons_free_drawinfo;
return di;
@ -856,7 +851,6 @@ void UI_icons_init(int first_dyn_id)
init_internal_icons();
init_brush_icons();
init_matcap_icons();
init_studio_light_icons();
#endif
}

View File

@ -138,7 +138,8 @@ typedef struct View3DShading {
short color_type;
short light;
short studio_light;
char pad[2];
char studio_light[256]; /* FILE_MAXFILE */
float shadow_intensity;
float single_color[3];

View File

@ -35,6 +35,7 @@
#include "BKE_key.h"
#include "BKE_movieclip.h"
#include "BKE_node.h"
#include "BKE_studiolight.h"
#include "DNA_action_types.h"
#include "DNA_key_types.h"
@ -191,6 +192,31 @@ const EnumPropertyItem rna_enum_viewport_lighting_items[] = {
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem rna_enum_studio_light_items[] = {
{0, "STUDIOLIGHT_01", 0, "", ""},
{1, "STUDIOLIGHT_02", 0, "", ""},
{2, "STUDIOLIGHT_03", 0, "", ""},
{3, "STUDIOLIGHT_04", 0, "", ""},
{4, "STUDIOLIGHT_05", 0, "", ""},
{5, "STUDIOLIGHT_06", 0, "", ""},
{6, "STUDIOLIGHT_07", 0, "", ""},
{7, "STUDIOLIGHT_08", 0, "", ""},
{8, "STUDIOLIGHT_09", 0, "", ""},
{9, "STUDIOLIGHT_10", 0, "", ""},
{10, "STUDIOLIGHT_11", 0, "", ""},
{11, "STUDIOLIGHT_12", 0, "", ""},
{12, "STUDIOLIGHT_13", 0, "", ""},
{13, "STUDIOLIGHT_14", 0, "", ""},
{14, "STUDIOLIGHT_15", 0, "", ""},
{15, "STUDIOLIGHT_16", 0, "", ""},
{16, "STUDIOLIGHT_17", 0, "", ""},
{17, "STUDIOLIGHT_18", 0, "", ""},
{18, "STUDIOLIGHT_19", 0, "", ""},
{19, "STUDIOLIGHT_20", 0, "", ""},
{0, NULL, 0, NULL, NULL}
};
#define NUM_STUDIO_LIGHT_ITEMS 20
const EnumPropertyItem rna_enum_clip_editor_mode_items[] = {
{SC_MODE_TRACKING, "TRACKING", ICON_ANIM_DATA, "Tracking", "Show tracking and solving tools"},
{SC_MODE_MASKEDIT, "MASK", ICON_MOD_MASK, "Mask", "Show mask editing tools"},
@ -705,6 +731,42 @@ static const EnumPropertyItem *rna_3DViewShading_type_itemf(
return item;
}
static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
{
/* XXX: should be stored as string */
View3D *v3d = (View3D *)ptr->data;
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light);
return sl->index;
}
static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
{
/* XXX: should be stored as string */
View3D *v3d = (View3D *)ptr->data;
StudioLight *sl = BKE_studiolight_findindex(value);
BLI_strncpy(v3d->shading.studio_light, sl->name, FILE_MAXFILE);
}
static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(
bContext *UNUSED(C), PointerRNA *UNUSED(ptr),
PropertyRNA *UNUSED(prop), bool *r_free)
{
EnumPropertyItem *item = NULL;
int totitem = 0;
/* XXX: add studio lights */
LISTBASE_FOREACH(StudioLight*, sl, BKE_studiolight_listbase()) {
if (totitem < NUM_STUDIO_LIGHT_ITEMS) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_studio_light_items, totitem);
item[totitem-1].icon = sl->icon_id;
}
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
}
static const EnumPropertyItem *rna_SpaceView3D_stereo3d_camera_itemf(
bContext *C, PointerRNA *UNUSED(ptr),
PropertyRNA *UNUSED(prop), bool *UNUSED(r_free))
@ -2156,14 +2218,6 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
{V3D_SHADING_RANDOM_COLOR, "RANDOM", 0, "Random", "Show random object color"},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem studio_lighting_items[] = {
{0, "01", ICON_STUDIOLIGHT_01, "", ""},
{1, "02", ICON_STUDIOLIGHT_02, "", ""},
{2, "03", ICON_STUDIOLIGHT_03, "", ""},
{3, "04", ICON_STUDIOLIGHT_04, "", ""},
{4, "05", ICON_STUDIOLIGHT_05, "", ""},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "View3DShading", NULL);
RNA_def_struct_sdna(srna, "View3D");
@ -2192,8 +2246,9 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "studio_light", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "shading.studio_light");
RNA_def_property_enum_items(prop, studio_lighting_items);
RNA_def_property_enum_items(prop, rna_enum_studio_light_items);
RNA_def_property_enum_default(prop, 0);
RNA_def_property_enum_funcs(prop, "rna_View3DShading_studio_light_get", "rna_View3DShading_studio_light_set", "rna_View3DShading_studio_light_itemf");
RNA_def_property_ui_text(prop, "Studiolight", "Studio lighting setup");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);

View File

@ -75,6 +75,7 @@
#include "BKE_addon.h"
#include "BKE_appdir.h"
#include "BKE_sequencer.h" /* free seq clipboard */
#include "BKE_studiolight.h"
#include "BKE_material.h" /* clear_matcopybuf */
#include "BKE_tracking.h" /* free tracking clipboard */
#include "BKE_mask.h" /* free mask clipboard */
@ -250,6 +251,7 @@ void WM_init(bContext *C, int argc, const char **argv)
WM_init_opengl();
UI_init();
BKE_studiolight_init();
}
else {
/* Note: Currently only inits icons, which we now want in background mode too
@ -259,7 +261,6 @@ void WM_init(bContext *C, int argc, const char **argv)
BKE_icons_init(1);
}
ED_spacemacros_init();
/* note: there is a bug where python needs initializing before loading the
@ -513,6 +514,7 @@ void WM_exit_ext(bContext *C, const bool do_python)
GPU_pass_cache_free();
DRW_opengl_context_destroy();
}
BKE_studiolight_free();
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();

View File

@ -413,6 +413,7 @@ install(
DESTINATION ${TARGETDIR_VER}/datafiles
)
# helpful tip when using make
if("${CMAKE_GENERATOR}" MATCHES ".*Makefiles.*")
# message after building.
@ -979,6 +980,13 @@ unset(_icon_names)
unset(_icon_files)
unset(_f)
# -----------------------------------------------------------------------------
# Studio Lights
install(
DIRECTORY
${CMAKE_SOURCE_DIR}/release/datafiles/studiolights
DESTINATION ${TARGETDIR_VER}/datafiles
)
# -----------------------------------------------------------------------------
# Setup link libs