The Studio lights are now loaded from disk. The location is `datafiles/studiolights` they need to be JPG for now. JPG cannot store HDRI color range but they are clamped inside the Workbench engine for speed reason. I didn't select JP2K as it might not be enabled. Users can add upto 20 HDRI files. This limitation is inside the RNA_space.c Currently the icons are calculated when you first open the selection box for the HDRI's. We could add them to a background rendering later. I added 2 test files a sky texture rendered in Cycles and an HDRI from cloud.blender.org.
41 lines
1.5 KiB
C
41 lines
1.5 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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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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* Contributor(s): Blender Institute
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*
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*/
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/** \file workbench_studiolight.c
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* \ingroup draw_engine
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*/
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#include "BKE_studiolight.h"
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#include "DRW_engine.h"
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#include "workbench_private.h"
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#include "BLI_math.h"
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void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd)
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{
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copy_v3_v3(wd->diffuse_light_x_pos, sl->diffuse_light[STUDIOLIGHT_X_POS]);
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copy_v3_v3(wd->diffuse_light_x_neg, sl->diffuse_light[STUDIOLIGHT_X_NEG]);
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copy_v3_v3(wd->diffuse_light_y_pos, sl->diffuse_light[STUDIOLIGHT_Y_POS]);
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copy_v3_v3(wd->diffuse_light_y_neg, sl->diffuse_light[STUDIOLIGHT_Y_NEG]);
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copy_v3_v3(wd->diffuse_light_z_pos, sl->diffuse_light[STUDIOLIGHT_Z_POS]);
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copy_v3_v3(wd->diffuse_light_z_neg, sl->diffuse_light[STUDIOLIGHT_Z_NEG]);
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}
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