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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_studiolight.c
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_studiolight.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_studiolight.c51
1 files changed, 50 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c
index 901260d0660..183b285c69c 100644
--- a/source/blender/draw/engines/workbench/workbench_studiolight.c
+++ b/source/blender/draw/engines/workbench/workbench_studiolight.c
@@ -32,8 +32,56 @@
#include "BLI_math.h"
#include "BKE_global.h"
-void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd)
+void studiolight_update_world(WORKBENCH_PrivateData *wpd, StudioLight *studiolight, WORKBENCH_UBO_World *wd)
{
+ float view_matrix[4][4], rot_matrix[4][4];
+ DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
+
+ /* TODO enable when we support studiolight presets. */
+ if (STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) && false) {
+ axis_angle_to_mat4_single(rot_matrix, 'Y', -wpd->shading.studiolight_rot_z);
+ mul_m4_m4m4(rot_matrix, rot_matrix, view_matrix);
+ swap_v3_v3(rot_matrix[2], rot_matrix[1]);
+ negate_v3(rot_matrix[2]);
+ }
+ else {
+ unit_m4(rot_matrix);
+ }
+
+ if (U.edit_solid_light) {
+ studiolight = BKE_studiolight_studio_edit_get();
+ }
+
+ /* Studio Lights. */
+ for (int i = 0; i < 4; i++) {
+ WORKBENCH_UBO_Light *light = &wd->lights[i];
+ /* TODO use 4 lights in studiolights prefs. */
+ if (i > 2) {
+ copy_v3_fl3(light->light_direction, 1.0f, 0.0f, 0.0f);
+ copy_v3_fl(light->specular_color, 0.0f);
+ copy_v3_fl(light->diffuse_color, 0.0f);
+ continue;
+ }
+
+ SolidLight *sl = &studiolight->light[i];
+ if (sl->flag) {
+ copy_v3_v3(light->light_direction, sl->vec);
+ mul_mat3_m4_v3(rot_matrix, light->light_direction);
+ /* We should predivide the power by PI but that makes the lights really dim. */
+ copy_v3_v3(light->specular_color, sl->spec);
+ copy_v3_v3(light->diffuse_color, sl->col);
+ light->wrapped = sl->smooth;
+ }
+ else {
+ copy_v3_fl3(light->light_direction, 1.0f, 0.0f, 0.0f);
+ copy_v3_fl(light->specular_color, 0.0f);
+ copy_v3_fl(light->diffuse_color, 0.0f);
+ }
+ }
+
+ copy_v3_v3(wd->ambient_color, studiolight->light_ambient);
+
+#if 0
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED);
#if STUDIOLIGHT_SH_BANDS == 2
@@ -87,6 +135,7 @@ void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd)
copy_v3_v3(wd->spherical_harmonics_coefs[i], sl->spherical_harmonics_coefs[i]);
}
#endif
+#endif
}
static void compute_parallel_lines_nor_and_dist(const float v1[2], const float v2[2], const float v3[2], float r_line[2])