A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
163 lines
5.2 KiB
C
163 lines
5.2 KiB
C
/* SPDX-FileCopyrightText: 2006-2007 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*
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* Studio lighting for the 3dview
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*/
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#include "BLI_sys_types.h"
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#include "BLI_path_util.h"
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#include "DNA_userdef_types.h" /* for #SolidLight */
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ImBuf;
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/*
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* These defines are the indexes in the StudioLight.diffuse_light
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* X_POS means the light that is traveling towards the positive X
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* So Light direction.
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*/
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#define STUDIOLIGHT_X_POS 0
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#define STUDIOLIGHT_X_NEG 1
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#define STUDIOLIGHT_Y_POS 2
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#define STUDIOLIGHT_Y_NEG 3
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#define STUDIOLIGHT_Z_POS 4
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#define STUDIOLIGHT_Z_NEG 5
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#define STUDIOLIGHT_ICON_ID_TYPE_RADIANCE (1 << 0)
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#define STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE (1 << 1)
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#define STUDIOLIGHT_ICON_ID_TYPE_MATCAP (1 << 2)
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#define STUDIOLIGHT_ICON_ID_TYPE_MATCAP_FLIPPED (1 << 3)
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#define STUDIOLIGHT_MAX_LIGHT 4
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#define STUDIOLIGHT_ICON_SIZE 96
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/* Only 1 - 5 is supported */
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#define STUDIOLIGHT_SH_BANDS 2
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#define STUDIOLIGHT_SH_COEFS_LEN (STUDIOLIGHT_SH_BANDS * STUDIOLIGHT_SH_BANDS)
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#if STUDIOLIGHT_SH_BANDS > 3
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/* Bypass L3 */
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# define STUDIOLIGHT_SH_EFFECTIVE_COEFS_LEN (STUDIOLIGHT_SH_COEFS_LEN - 7)
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#else
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# define STUDIOLIGHT_SH_EFFECTIVE_COEFS_LEN STUDIOLIGHT_SH_COEFS_LEN
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#endif
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struct GPUTexture;
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struct StudioLight;
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/** #StudioLight.flag */
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enum StudioLightFlag {
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STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED = (1 << 0),
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/* STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1), */
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STUDIOLIGHT_INTERNAL = (1 << 2),
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STUDIOLIGHT_EXTERNAL_FILE = (1 << 3),
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STUDIOLIGHT_TYPE_STUDIO = (1 << 4),
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STUDIOLIGHT_TYPE_WORLD = (1 << 5),
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STUDIOLIGHT_TYPE_MATCAP = (1 << 6),
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STUDIOLIGHT_EXTERNAL_IMAGE_LOADED = (1 << 7),
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STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED = (1 << 8),
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STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE = (1 << 9),
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STUDIOLIGHT_EQUIRECT_IRRADIANCE_GPUTEXTURE = (1 << 10),
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STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 11),
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STUDIOLIGHT_USER_DEFINED = (1 << 12),
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STUDIOLIGHT_UI_EXPANDED = (1 << 13),
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STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE = (1 << 14),
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STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE = (1 << 15),
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/* Is set for studio lights and matcaps with specular highlight pass. */
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STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS = (1 << 16),
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};
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#define STUDIOLIGHT_FLAG_ALL (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_EXTERNAL_FILE)
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#define STUDIOLIGHT_FLAG_ORIENTATIONS \
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(STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_TYPE_WORLD | STUDIOLIGHT_TYPE_MATCAP)
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#define STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE (STUDIOLIGHT_TYPE_WORLD)
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#define STUDIOLIGHT_ORIENTATIONS_SOLID (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_TYPE_STUDIO)
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typedef void StudioLightFreeFunction(struct StudioLight *, void *data);
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typedef struct StudioLightImage {
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struct ImBuf *ibuf;
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struct GPUTexture *gputexture;
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} StudioLightImage;
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typedef struct StudioLight {
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struct StudioLight *next, *prev;
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int index;
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int flag;
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char name[FILE_MAXFILE];
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char filepath[FILE_MAX];
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char *path_irr_cache;
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char *path_sh_cache;
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int icon_id_irradiance;
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int icon_id_radiance;
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int icon_id_matcap;
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int icon_id_matcap_flipped;
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float spherical_harmonics_coefs[STUDIOLIGHT_SH_EFFECTIVE_COEFS_LEN][3];
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float light_direction[3];
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StudioLightImage matcap_diffuse;
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StudioLightImage matcap_specular;
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struct ImBuf *equirect_radiance_buffer;
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struct ImBuf *equirect_irradiance_buffer;
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struct ImBuf *radiance_cubemap_buffers[6];
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struct GPUTexture *equirect_radiance_gputexture;
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struct GPUTexture *equirect_irradiance_gputexture;
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SolidLight light[STUDIOLIGHT_MAX_LIGHT];
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float light_ambient[3];
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/*
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* Free function to clean up the running icons previews (wmJob) the usage is in
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* interface_icons. Please be aware that this was build to handle only one free function
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* that cleans up all icons. just to keep the code simple.
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*/
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StudioLightFreeFunction *free_function;
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void *free_function_data;
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} StudioLight;
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/* API */
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void BKE_studiolight_init(void);
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void BKE_studiolight_free(void);
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void BKE_studiolight_default(SolidLight lights[4], float light_ambient[3]);
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struct StudioLight *BKE_studiolight_find(const char *name, int flag);
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struct StudioLight *BKE_studiolight_findindex(int index, int flag);
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struct StudioLight *BKE_studiolight_find_default(int flag);
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void BKE_studiolight_preview(uint *icon_buffer, StudioLight *sl, int icon_id_type);
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struct ListBase *BKE_studiolight_listbase(void);
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/**
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* Ensure state of studio-lights.
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*/
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void BKE_studiolight_ensure_flag(StudioLight *sl, int flag);
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void BKE_studiolight_refresh(void);
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StudioLight *BKE_studiolight_load(const char *filepath, int type);
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StudioLight *BKE_studiolight_create(const char *filepath,
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const SolidLight light[4],
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const float light_ambient[3]);
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/**
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* Only useful for workbench while editing the user-preferences.
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*/
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StudioLight *BKE_studiolight_studio_edit_get(void);
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void BKE_studiolight_remove(StudioLight *sl);
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void BKE_studiolight_set_free_function(StudioLight *sl,
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StudioLightFreeFunction *free_function,
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void *data);
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void BKE_studiolight_unset_icon_id(StudioLight *sl, int icon_id);
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#ifdef __cplusplus
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}
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#endif
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