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authorClément Foucault <foucault.clem@gmail.com>2018-11-29 21:54:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-29 23:52:36 +0300
commit844788a36cb0e1efdf3a2010ee67abcb7c46474c (patch)
tree202fbd26d4b397dbcf0eaae063e555591233542d /source/blender/draw/engines/workbench/workbench_private.h
parent8f4ab480bfe81f40b59b20780cb452736fe3af1d (diff)
Workbench: Add back studio lighting presets
This changes a bit how the userprefs solid lights works. They are not visible until enabling the "Edit Solid Light" checkbox. Once enabled the current studiolight used for solid mode will be overwritten. Once the lighting settings are tweaked, the user can click the "Save as Studio light" button to save the current settings. This makes it easy to create new lighting without messing the other presets. The studio lights are stored as ASCII files on the disk using a dead simple custom format. The UI/UX is not perfect and will be improved in other commits. Also includes: * Separate LookDev HDRI selection from Solid Lights * Hide LookDev HDRIs from the Solid Lights selection list
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_private.h')
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 4ab0d39aa55..b1f3a589d05 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -299,7 +299,7 @@ void workbench_material_shgroup_uniform(
void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material);
/* workbench_studiolight.c */
-void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd);
+void studiolight_update_world(WORKBENCH_PrivateData *wpd, StudioLight *sl, WORKBENCH_UBO_World *wd);
void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3]);
bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed);
float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed);