Add Chromium-only Blender WebEngine parity work
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129
blender-5.2.0/source/blender/blenkernel/BKE_studiolight.h
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129
blender-5.2.0/source/blender/blenkernel/BKE_studiolight.h
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/* SPDX-FileCopyrightText: 2006-2007 Blender Authors
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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 <string>
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#include "DNA_listBase.h"
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#include "BLI_sys_types.h"
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#include "BLI_path_utils.hh"
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#include "DNA_userdef_types.h" /* for #SolidLight */
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namespace blender {
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struct ImBuf;
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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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namespace gpu {
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class Texture;
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} // namespace gpu
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struct StudioLight;
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/** #StudioLight.flag */
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enum StudioLightFlag {
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STUDIOLIGHT_INTERNAL = (1 << 0),
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STUDIOLIGHT_EXTERNAL_FILE = (1 << 1),
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STUDIOLIGHT_TYPE_STUDIO = (1 << 2),
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STUDIOLIGHT_TYPE_WORLD = (1 << 3),
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STUDIOLIGHT_TYPE_MATCAP = (1 << 4),
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STUDIOLIGHT_EXTERNAL_IMAGE_LOADED = (1 << 5),
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/** GPU Texture used for lookdev mode. */
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STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE = (1 << 6),
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STUDIOLIGHT_USER_DEFINED = (1 << 7),
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STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE = (1 << 8),
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STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE = (1 << 9),
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/* Is set for studio lights and matcaps with specular highlight pass. */
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STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS = (1 << 10),
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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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struct StudioLightImage {
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struct ImBuf *ibuf;
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gpu::Texture *gputexture;
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};
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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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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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StudioLightImage matcap_diffuse;
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StudioLightImage matcap_specular;
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struct ImBuf *equirect_radiance_buffer;
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gpu::Texture *equirect_radiance_gputexture;
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std::string equirect_working_space;
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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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};
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/* API */
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void BKE_studiolight_init();
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void BKE_studiolight_free();
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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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ListBaseT<StudioLight> &BKE_studiolight_listbase();
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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();
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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();
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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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} // namespace blender
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