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workinf_Blender_Wasm/blender-5.2.0/source/blender/blenkernel/BKE_studiolight.h
2026-08-12 04:47:48 -04:00

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/* 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 <string>
#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<StudioLight> &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