Files
OneCAD/crates/render/src/studio.rs
T
selune a261aaa841 Render: integrated workspace, preview image jobs and opaque PBR (#1046)
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 <35337584+0xlillith@users.noreply.github.com>
2026-10-14 19:24:36 -04:00

52 lines
2.3 KiB
Rust

//! Original fixed direct-light studio used by opaque product preview consumers.
//! Relative linear radiance, not a calibrated illuminance or an HDRI environment.
use solidcraft_geom::Vec3;
use crate::surface::{OpaqueSurface, SurfaceError, unit_direction};
/// Fixed, neutral directional lights in the project's world frame (Z up).
/// Directions point towards each light and are analytically unit length.
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)];
/// Sum BRDF * incident radiance * light cosine, without display transfer.
/// There are no cast shadows, indirect bounces, ambient term or emission.
pub fn shade(surface: OpaqueSurface, normal: Vec3, view: Vec3) -> Result<Vec3, SurfaceError> {
let n = unit_direction(normal)?;
let mut radiance = Vec3::ZERO;
for (light, intensity) in LIGHTS {
radiance += surface.brdf(n, view, light)? * (intensity * n.dot(light).max(0.0));
}
Ok(radiance)
}
/// Per-channel Reinhard preview tone map, still in linear sRGB.
/// Consumers encode exactly once after applying this to nonnegative finite radiance.
pub fn tone_map(radiance: Vec3) -> Result<Vec3, SurfaceError> {
if !radiance.is_finite() || radiance.x < 0.0 || radiance.y < 0.0 || radiance.z < 0.0 {
return Err(SurfaceError::Radiance);
}
let map = |c: f64| c / (1.0 + c);
Ok(Vec3::new(map(radiance.x), map(radiance.y), map(radiance.z)))
}
#[cfg(test)]
mod tests {
use super::*;
use std::f64::consts::PI;
#[test]
fn direct_white_conductor_matches_closed_form_and_is_tone_mapped_once() {
let s = OpaqueSurface::new(Vec3::new(1.0, 1.0, 1.0), 1.0, 1.0, 1.5).unwrap();
let c = shade(s, Vec3::Z, Vec3::Z).unwrap();
let expected = (4.5 * 0.8 / 1.8 + 0.6 / 1.6) / (2.0 * PI);
assert!((c - Vec3::new(expected, expected, expected)).len() < 1e-14);
let mapped = tone_map(c).unwrap();
assert!((mapped.x - expected / (1.0 + expected)).abs() < 1e-14);
assert_eq!(tone_map(Vec3::ZERO).unwrap(), Vec3::ZERO);
assert!(tone_map(Vec3::new(f64::NAN, 0.0, 0.0)).is_err());
assert!(tone_map(Vec3::new(-1.0, 0.0, 0.0)).is_err());
assert!(shade(s, Vec3::ZERO, Vec3::Z).is_err());
}
}