Now we light with just a user defined HDRI by default, which is useful for material setup and texture painting and lighting without having to set up any scene lights. Previously it would use the scene world without lights by default, which in some files is just black.
		
			
				
	
	
		
			157 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
		
			5.7 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 "BKE_context.h"
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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       (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_ICON_SIZE 96
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#define STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL 2
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#define STUDIOLIGHT_SPHERICAL_HARMONICS_MAX_COMPONENTS 18
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#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 0
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#  define STUDIOLIGHT_SPHERICAL_HARMONICS_COMPONENTS 1
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#endif
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#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 1
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#  define STUDIOLIGHT_SPHERICAL_HARMONICS_COMPONENTS 4
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#endif
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#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 2
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#  define STUDIOLIGHT_SPHERICAL_HARMONICS_COMPONENTS 9
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#  define STUDIOLIGHT_SPHERICAL_HARMONICS_WINDOWING_TARGET_LAMPLACIAN 10.0f
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#endif
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#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 4
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#  define STUDIOLIGHT_SPHERICAL_HARMONICS_COMPONENTS 18
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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_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_ORIENTATION_WORLD)
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#define STUDIOLIGHT_ORIENTATIONS_SOLID (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD)
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typedef void StudioLightFreeFunction(struct StudioLight *, void *data);
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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_SPHERICAL_HARMONICS_COMPONENTS][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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	float *gpu_matcap_3components; /* 3 channel buffer for GPU_R11F_G11F_B10F */
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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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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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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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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_new(const char *path, int orientation);
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void BKE_studiolight_remove(StudioLight *sl);
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void BKE_studiolight_set_free_function(StudioLight *sl, StudioLightFreeFunction *free_function, void *data);
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void BKE_studiolight_unset_icon_id(StudioLight *sl, int icon_id);
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#endif /*  __BKE_STUDIOLIGHT_H__ */
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