Lands the Render workspace (R3), bounded preview-image jobs with cancellation and atomic PNG export (R4a), and opaque PBR looks as one change. - Render workspace: an overlay-free product preview on the installed GPU device. Returning to Design restores its camera. render.scene and render.settings.apply are added. - Image jobs: render.preflight/start/status/cancel/export run bounded CPU preview jobs. Export captures the job, overwrite choice and document, and checks the caller's file scope before writing. - Opaque PBR: looks can carry metal fraction, roughness and dielectric IOR. The product viewport and preview PNG use them; geometry and mass are unchanged. The v1 catalog export refuses PBR rather than dropping it. - Render setups and PBR looks are saved under design format 21. Labels are in en/de/ja/ko/zh/ru. Supersedes #706 and #800. Refs #620, #673, #756, #1004. Contributed by @0xlillith. Co-authored-by: lillith <[email protected]>
52 lines
2.3 KiB
Rust
52 lines
2.3 KiB
Rust
//! Original fixed direct-light studio used by opaque product preview consumers.
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//! Relative linear radiance, not a calibrated illuminance or an HDRI environment.
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use solidcraft_geom::Vec3;
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use crate::surface::{OpaqueSurface, SurfaceError, unit_direction};
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/// Fixed, neutral directional lights in the project's world frame (Z up).
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/// Directions point towards each light and are analytically unit length.
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pub const LIGHTS: [(Vec3, f64); 3] = [(Vec3::new(0.6, 0.0, 0.8), 3.0), (Vec3::new(-0.8, 0.0, 0.6), 1.0), (Vec3::new(0.0, -0.6, 0.8), 1.5)];
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/// Sum BRDF * incident radiance * light cosine, without display transfer.
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/// There are no cast shadows, indirect bounces, ambient term or emission.
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pub fn shade(surface: OpaqueSurface, normal: Vec3, view: Vec3) -> Result<Vec3, SurfaceError> {
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let n = unit_direction(normal)?;
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let mut radiance = Vec3::ZERO;
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for (light, intensity) in LIGHTS {
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radiance += surface.brdf(n, view, light)? * (intensity * n.dot(light).max(0.0));
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}
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Ok(radiance)
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}
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/// Per-channel Reinhard preview tone map, still in linear sRGB.
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/// Consumers encode exactly once after applying this to nonnegative finite radiance.
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pub fn tone_map(radiance: Vec3) -> Result<Vec3, SurfaceError> {
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if !radiance.is_finite() || radiance.x < 0.0 || radiance.y < 0.0 || radiance.z < 0.0 {
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return Err(SurfaceError::Radiance);
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}
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let map = |c: f64| c / (1.0 + c);
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Ok(Vec3::new(map(radiance.x), map(radiance.y), map(radiance.z)))
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use std::f64::consts::PI;
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#[test]
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fn direct_white_conductor_matches_closed_form_and_is_tone_mapped_once() {
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let s = OpaqueSurface::new(Vec3::new(1.0, 1.0, 1.0), 1.0, 1.0, 1.5).unwrap();
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let c = shade(s, Vec3::Z, Vec3::Z).unwrap();
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let expected = (4.5 * 0.8 / 1.8 + 0.6 / 1.6) / (2.0 * PI);
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assert!((c - Vec3::new(expected, expected, expected)).len() < 1e-14);
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let mapped = tone_map(c).unwrap();
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assert!((mapped.x - expected / (1.0 + expected)).abs() < 1e-14);
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assert_eq!(tone_map(Vec3::ZERO).unwrap(), Vec3::ZERO);
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assert!(tone_map(Vec3::new(f64::NAN, 0.0, 0.0)).is_err());
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assert!(tone_map(Vec3::new(-1.0, 0.0, 0.0)).is_err());
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assert!(shade(s, Vec3::ZERO, Vec3::Z).is_err());
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}
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}
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