/* SPDX-FileCopyrightText: 2006-2007 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke * * Studio lighting for the 3dview */ #include #include "DNA_listBase.h" #include "BLI_sys_types.h" #include "BLI_path_utils.hh" #include "DNA_userdef_types.h" /* for #SolidLight */ namespace blender { struct ImBuf; #define STUDIOLIGHT_ICON_ID_TYPE_RADIANCE (1 << 0) #define STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE (1 << 1) #define STUDIOLIGHT_ICON_ID_TYPE_MATCAP (1 << 2) #define STUDIOLIGHT_ICON_ID_TYPE_MATCAP_FLIPPED (1 << 3) #define STUDIOLIGHT_MAX_LIGHT 4 #define STUDIOLIGHT_ICON_SIZE 96 namespace gpu { class Texture; } // namespace gpu struct StudioLight; /** #StudioLight.flag */ enum StudioLightFlag { STUDIOLIGHT_INTERNAL = (1 << 0), STUDIOLIGHT_EXTERNAL_FILE = (1 << 1), STUDIOLIGHT_TYPE_STUDIO = (1 << 2), STUDIOLIGHT_TYPE_WORLD = (1 << 3), STUDIOLIGHT_TYPE_MATCAP = (1 << 4), STUDIOLIGHT_EXTERNAL_IMAGE_LOADED = (1 << 5), /** GPU Texture used for lookdev mode. */ STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE = (1 << 6), STUDIOLIGHT_USER_DEFINED = (1 << 7), STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE = (1 << 8), STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE = (1 << 9), /* Is set for studio lights and matcaps with specular highlight pass. */ STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS = (1 << 10), }; #define STUDIOLIGHT_FLAG_ALL (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_EXTERNAL_FILE) #define STUDIOLIGHT_FLAG_ORIENTATIONS \ (STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_TYPE_WORLD | STUDIOLIGHT_TYPE_MATCAP) #define STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE (STUDIOLIGHT_TYPE_WORLD) #define STUDIOLIGHT_ORIENTATIONS_SOLID (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_TYPE_STUDIO) typedef void StudioLightFreeFunction(struct StudioLight *, void *data); struct StudioLightImage { struct ImBuf *ibuf; gpu::Texture *gputexture; }; struct StudioLight { struct StudioLight *next, *prev; int index; int flag; char name[FILE_MAXFILE]; char filepath[FILE_MAX]; int icon_id_irradiance; int icon_id_radiance; int icon_id_matcap; int icon_id_matcap_flipped; StudioLightImage matcap_diffuse; StudioLightImage matcap_specular; struct ImBuf *equirect_radiance_buffer; gpu::Texture *equirect_radiance_gputexture; std::string equirect_working_space; SolidLight light[STUDIOLIGHT_MAX_LIGHT]; float light_ambient[3]; /* * Free function to clean up the running icons previews (wmJob) the usage is in * interface_icons. Please be aware that this was build to handle only one free function * that cleans up all icons. just to keep the code simple. */ StudioLightFreeFunction *free_function; void *free_function_data; }; /* API */ void BKE_studiolight_init(); void BKE_studiolight_free(); void BKE_studiolight_default(SolidLight lights[4], float light_ambient[3]); struct StudioLight *BKE_studiolight_find(const char *name, int flag); struct StudioLight *BKE_studiolight_findindex(int index, int flag); struct StudioLight *BKE_studiolight_find_default(int flag); void BKE_studiolight_preview(uint *icon_buffer, StudioLight *sl, int icon_id_type); ListBaseT &BKE_studiolight_listbase(); /** * Ensure state of studio-lights. */ void BKE_studiolight_ensure_flag(StudioLight *sl, int flag); void BKE_studiolight_refresh(); StudioLight *BKE_studiolight_load(const char *filepath, int type); StudioLight *BKE_studiolight_create(const char *filepath, const SolidLight light[4], const float light_ambient[3]); /** * Only useful for workbench while editing the user-preferences. */ StudioLight *BKE_studiolight_studio_edit_get(); void BKE_studiolight_remove(StudioLight *sl); void BKE_studiolight_set_free_function(StudioLight *sl, StudioLightFreeFunction *free_function, void *data); void BKE_studiolight_unset_icon_id(StudioLight *sl, int icon_id); } // namespace blender