Workbench: studiolight

This commit is contained in:
2018-05-03 15:31:03 +02:00
parent 1833e8d7b0
commit 2bf333b35d
12 changed files with 195 additions and 51 deletions

View File

@@ -3546,36 +3546,15 @@ class VIEW3D_PT_shading(Panel):
if shading.type == 'SOLID':
col.separator()
col.row().prop(shading, "light", expand=True)
col.row().prop(shading, "single_color_mode", expand=True)
col.separator()
col.row().prop(shading, "single_color_mode", expand=True)
col.prop(shading, "show_object_overlap")
col.row().prop(shading, "light", expand=True)
if shading.light == 'STUDIO':
# TODO: don't store these settings in the scene
scene = context.scene
props = scene.layer_properties['BLENDER_WORKBENCH']
col.row().template_icon_view(shading, "studiolight")
col.separator()
sub = col.column()
sub.label(text="Left/Right:")
row = sub.row(align=True)
row.prop(props, "diffuse_light_x_neg", text="")
row.prop(props, "diffuse_light_x_pos", text="")
sub = col.column()
sub.label(text="Up/Down:")
row = sub.row(align=True)
row.prop(props, "diffuse_light_y_neg", text="")
row.prop(props, "diffuse_light_y_pos", text="")
sub = col.column()
sub.label(text="Front/Back:")
row = sub.row(align=True)
row.prop(props, "diffuse_light_z_neg", text="")
row.prop(props, "diffuse_light_z_pos", text="")
col.separator()
col.prop(shading, "show_object_overlap")
class VIEW3D_PT_overlay(Panel):

View File

@@ -107,6 +107,7 @@ set(SRC
engines/eevee/eevee_volumes.c
engines/workbench/workbench_engine.c
engines/workbench/workbench_materials.c
engines/workbench/workbench_studiolight.c
engines/workbench/solid_mode.c
engines/external/external_engine.c

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@@ -142,4 +142,5 @@ void DRW_opengl_context_disable(void);
void DRW_deferred_shader_remove(struct GPUMaterial *mat);
unsigned int *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size);
#endif /* __DRW_ENGINE_H__ */

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@@ -58,20 +58,7 @@ static void workbench_view_layer_settings_create(RenderEngine *UNUSED(engine), I
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
const float diffuse_x_pos[3] = {1.0, 0.8, 0.6};
const float diffuse_x_neg[3] = {1.0, 0.6, 0.6};
const float diffuse_y_pos[3] = {0.9, 0.9, 1.0};
const float diffuse_y_neg[3] = {0.05, 0.025, 0.025};
const float diffuse_z_pos[3] = {0.8, 0.8, 0.75};
const float diffuse_z_neg[3] = {1.0, 0.95, 0.8};
BKE_collection_engine_property_add_float_array(props, "diffuse_light_x_pos", diffuse_x_pos, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_x_neg", diffuse_x_neg, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_y_pos", diffuse_y_pos, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_y_neg", diffuse_y_neg, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_z_pos", diffuse_z_pos, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_z_neg", diffuse_z_neg, 3);
UNUSED_VARS_NDEBUG(props);
}
/* Note: currently unused, we may want to register so we can see this when debugging the view. */

View File

@@ -257,10 +257,6 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
WORKBENCH_PrivateData *wpd = stl->g_data;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
const DRWContextState *DCS = DRW_context_state_get();
wpd->material_hash = BLI_ghash_ptr_new(__func__);
@@ -269,10 +265,12 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
if (v3d) {
wpd->drawtype_lighting = v3d->drawtype_lighting;
wpd->drawtype_options = v3d->drawtype_options;
wpd->drawtype_studiolight = v3d->drawtype_studiolight;
}
else {
wpd->drawtype_lighting = V3D_LIGHTING_STUDIO;
wpd->drawtype_options = 0;
wpd->drawtype_studiolight = 0;
}
select_deferred_shaders(wpd);
@@ -281,12 +279,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
WORKBENCH_UBO_World *wd = &wpd->world_data;
UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD:TH_HIGH_GRAD, wd->background_color_low);
UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
copy_v3_v3(wd->diffuse_light_x_pos, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_x_pos"));
copy_v3_v3(wd->diffuse_light_x_neg, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_x_neg"));
copy_v3_v3(wd->diffuse_light_y_pos, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_y_pos"));
copy_v3_v3(wd->diffuse_light_y_neg, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_y_neg"));
copy_v3_v3(wd->diffuse_light_z_pos, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_z_pos"));
copy_v3_v3(wd->diffuse_light_z_neg, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_z_neg"));
studiolight_update_world(wpd->drawtype_studiolight, wd);
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);

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@@ -73,6 +73,7 @@ typedef struct WORKBENCH_PrivateData {
struct GPUShader *composite_sh;
short drawtype_lighting;
short drawtype_options;
short drawtype_studiolight;
struct GPUUniformBuffer *world_ubo;
WORKBENCH_UBO_World world_data;
} WORKBENCH_PrivateData; /* Transient data */
@@ -113,4 +114,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata);
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);
#endif

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@@ -0,0 +1,138 @@
/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file workbench_studiolight.h
* \ingroup draw_engine
*/
#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) {
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]);
}
unsigned int *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size) {
unsigned int* rect = MEM_mallocN(icon_size * icon_size * sizeof(unsigned int), __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;
}
}
}
unsigned int pixelresult = 0x0;
unsigned int alias_i = clamp_i(alias * 256, 0, 255);
if (alias_i != 0) {
/* calculate normal */
unsigned int 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;
}

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@@ -1032,3 +1032,9 @@ 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)

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@@ -25,6 +25,7 @@ set(INC
../../blenlib
../../blentranslation
../../depsgraph
../../draw
../../gpu
../../imbuf
../../makesdna

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@@ -67,6 +67,8 @@
#include "DEG_depsgraph.h"
#include "DRW_engine.h"
#include "ED_datafiles.h"
#include "ED_keyframes_draw.h"
#include "ED_render.h"
@@ -491,6 +493,23 @@ 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();
@@ -837,6 +856,7 @@ void UI_icons_init(int first_dyn_id)
init_internal_icons();
init_brush_icons();
init_matcap_icons();
init_studio_light_icons();
#endif
}

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@@ -258,7 +258,7 @@ typedef struct View3D {
/* drawtype options (lighting, random) used for drawtype == OB_SOLID */
short drawtype_lighting;
short drawtype_options;
short pad5;
short drawtype_studiolight;
int overlays;
int pad6;

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@@ -2201,6 +2201,14 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
{V3D_DRAWOPTION_RANDOMIZE, "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");
@@ -2228,6 +2236,12 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Object Overlap", "Show Object Overlap");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
prop = RNA_def_property(srna, "studiolight", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "drawtype_studiolight");
RNA_def_property_enum_items(prop, studio_lighting_items);
RNA_def_property_ui_text(prop, "Studiolight", "Studio lighting setup");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
prop = RNA_def_property(srna, "single_color_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, single_color_mode_items);
RNA_def_property_enum_funcs(prop, "rna_View3DShading_single_color_mode_get",