108 lines
4.0 KiB
C++
108 lines
4.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2006-2007 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_STUDIOLIGHT_H__
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#define __BKE_STUDIOLIGHT_H__
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/** \file BKE_studiolight.h
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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 "DNA_space_types.h"
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#include "IMB_imbuf_types.h"
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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 0
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#define STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE 1
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struct GPUTexture;
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enum StudioLightFlag {
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STUDIOLIGHT_DIFFUSE_LIGHT_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_USER_DEFINED = (1 << 12),
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STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 4),
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STUDIOLIGHT_ORIENTATION_WORLD = (1 << 5),
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STUDIOLIGHT_ORIENTATION_VIEWNORMAL = (1 << 6),
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STUDIOLIGHT_EXTERNAL_IMAGE_LOADED = (1 << 7),
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STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED = (1 << 8),
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STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE = (1 << 9),
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STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE = (1 << 10),
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STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 11),
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STUDIOLIGHT_UI_EXPANDED = (1 << 13),
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} StudioLightFlag;
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#define STUDIOLIGHT_FLAG_ALL (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_EXTERNAL_FILE)
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#define STUDIOLIGHT_FLAG_ORIENTATIONS (STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD | STUDIOLIGHT_ORIENTATION_VIEWNORMAL)
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#define STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_WORLD)
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#define STUDIOLIGHT_ORIENTATIONS_SOLID (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD)
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typedef struct StudioLight {
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struct StudioLight *next, *prev;
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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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int irradiance_icon_id;
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int radiance_icon_id;
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int index;
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float diffuse_light[6][3];
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float light_direction[3];
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ImBuf *equirectangular_radiance_buffer;
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ImBuf *equirectangular_irradiance_buffer;
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ImBuf *radiance_cubemap_buffers[6];
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struct GPUTexture *equirectangular_radiance_gputexture;
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struct GPUTexture *equirectangular_irradiance_gputexture;
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} StudioLight;
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void BKE_studiolight_init(void);
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void BKE_studiolight_free(void);
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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_first(int flag);
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unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size, int icon_id_type);
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struct ListBase *BKE_studiolight_listbase(void);
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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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#endif /* __BKE_STUDIOLIGHT_H__ */
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