The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
162 lines
5.2 KiB
C
162 lines
5.2 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2006-2007 Blender Foundation */
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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 path[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 *path, int type);
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StudioLight *BKE_studiolight_create(const char *path,
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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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