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-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py4
-rw-r--r--source/blender/blenkernel/BKE_studiolight.h12
-rw-r--r--source/blender/blenkernel/intern/studiolight.c300
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl14
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c14
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c24
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c12
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h17
-rw-r--r--source/blender/gpu/intern/gpu_draw.c6
-rw-r--r--source/blender/imbuf/IMB_imbuf.h3
-rw-r--r--source/blender/imbuf/intern/allocimbuf.c4
-rw-r--r--source/blender/makesrna/intern/rna_userdef.c16
13 files changed, 349 insertions, 89 deletions
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 20d3e83bf79..ae2a2ce3e7c 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -5251,8 +5251,10 @@ class VIEW3D_PT_shading_options(Panel):
sub.active = shading.show_object_outline
sub.prop(shading, "object_outline_color", text="")
+ if shading.type == 'SOLID':
col = layout.column()
- if (shading.light == 'STUDIO') and (shading.type != 'WIREFRAME'):
+ if (shading.light in ['STUDIO', 'MATCAP']):
+ col.active = shading.selected_studio_light.has_specular_highlight_pass
col.prop(shading, "show_specular_highlight", text="Specular Lighting")
diff --git a/source/blender/blenkernel/BKE_studiolight.h b/source/blender/blenkernel/BKE_studiolight.h
index d6fff528348..108e93d9caa 100644
--- a/source/blender/blenkernel/BKE_studiolight.h
+++ b/source/blender/blenkernel/BKE_studiolight.h
@@ -87,6 +87,11 @@ enum StudioLightFlag {
STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 11),
STUDIOLIGHT_USER_DEFINED = (1 << 12),
STUDIOLIGHT_UI_EXPANDED = (1 << 13),
+
+ STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE = (1 << 14),
+ STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE = (1 << 15),
+ /* Is set for studio lights and matcaps with specular highlight pass. */
+ STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS = (1 << 16),
};
#define STUDIOLIGHT_FLAG_ALL (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_EXTERNAL_FILE)
@@ -97,6 +102,11 @@ enum StudioLightFlag {
typedef void StudioLightFreeFunction(struct StudioLight *, void *data);
+typedef struct StudioLightImage {
+ ImBuf *ibuf;
+ struct GPUTexture *gputexture;
+} StudioLightImage;
+
typedef struct StudioLight {
struct StudioLight *next, *prev;
@@ -112,6 +122,8 @@ typedef struct StudioLight {
int icon_id_matcap_flipped;
float spherical_harmonics_coefs[STUDIOLIGHT_SH_EFFECTIVE_COEFS_LEN][3];
float light_direction[3];
+ StudioLightImage matcap_diffuse;
+ StudioLightImage matcap_specular;
ImBuf *equirect_radiance_buffer;
ImBuf *equirect_irradiance_buffer;
ImBuf *radiance_cubemap_buffers[6];
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c
index 6e83f5d75e2..8466f9eaa98 100644
--- a/source/blender/blenkernel/intern/studiolight.c
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -46,13 +46,16 @@
#include "MEM_guardedalloc.h"
+#include "intern/openexr/openexr_multi.h"
+
/* Statics */
static ListBase studiolights;
static int last_studiolight_id = 0;
#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 96
#define STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT 32
#define STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT * 2)
-
+#define STUDIOLIGHT_PASSNAME_DIFFUSE "diffuse"
+#define STUDIOLIGHT_PASSNAME_SPECULAR "specular"
/*
* The method to calculate the irradiance buffers
* The irradiance buffer is only shown in the background when in LookDev.
@@ -152,6 +155,10 @@ static void studiolight_free(struct StudioLight *sl)
GPU_TEXTURE_SAFE_FREE(sl->equirect_irradiance_gputexture);
IMB_SAFE_FREE(sl->equirect_radiance_buffer);
IMB_SAFE_FREE(sl->equirect_irradiance_buffer);
+ GPU_TEXTURE_SAFE_FREE(sl->matcap_diffuse.gputexture);
+ GPU_TEXTURE_SAFE_FREE(sl->matcap_specular.gputexture);
+ IMB_SAFE_FREE(sl->matcap_diffuse.ibuf);
+ IMB_SAFE_FREE(sl->matcap_specular.ibuf);
MEM_SAFE_FREE(sl->path_irr_cache);
MEM_SAFE_FREE(sl->path_sh_cache);
MEM_SAFE_FREE(sl);
@@ -342,72 +349,232 @@ static void cube_face_uv_to_direction(float r_dir[3], float x, float y, int face
normalize_v3(r_dir);
}
+typedef struct MultilayerConvertContext {
+ int num_diffuse_channels;
+ float *diffuse_pass;
+ int num_specular_channels;
+ float *specular_pass;
+} MultilayerConvertContext;
+
+static void *studiolight_multilayer_addview(void *UNUSED(base), const char *UNUSED(view_name))
+{
+ return NULL;
+}
+static void *studiolight_multilayer_addlayer(void *base, const char *UNUSED(layer_name))
+{
+ return base;
+}
+
+/* Convert a multilayer pass to ImBuf channel 4 float buffer.
+ * NOTE: Parameter rect will become invalid. Do not use rect after calling this
+ * function */
+static float *studiolight_multilayer_convert_pass(ImBuf *ibuf,
+ float *rect,
+ const unsigned int channels)
+{
+ if (channels == 4) {
+ return rect;
+ }
+ else {
+ float *new_rect = MEM_callocN(sizeof(float[4]) * ibuf->x * ibuf->y, __func__);
+
+ IMB_buffer_float_from_float(new_rect,
+ rect,
+ channels,
+ IB_PROFILE_LINEAR_RGB,
+ IB_PROFILE_LINEAR_RGB,
+ false,
+ ibuf->x,
+ ibuf->y,
+ ibuf->x,
+ ibuf->x);
+
+ MEM_freeN(rect);
+ return new_rect;
+ }
+}
+
+static void studiolight_multilayer_addpass(void *base,
+ void *UNUSED(lay),
+ const char *pass_name,
+ float *rect,
+ int num_channels,
+ const char *UNUSED(chan_id),
+ const char *UNUSED(view_name))
+{
+ MultilayerConvertContext *ctx = base;
+ /* NOTE: This function must free pass pixels data if it is not used, this
+ * is how IMB_exr_multilayer_convert() is working. */
+ /* If we've found a first combined pass, skip all the rest ones. */
+ if (STREQ(pass_name, STUDIOLIGHT_PASSNAME_DIFFUSE)) {
+ ctx->diffuse_pass = rect;
+ ctx->num_diffuse_channels = num_channels;
+ }
+ else if (STREQ(pass_name, STUDIOLIGHT_PASSNAME_SPECULAR)) {
+ ctx->specular_pass = rect;
+ ctx->num_specular_channels = num_channels;
+ }
+ else {
+ MEM_freeN(rect);
+ }
+}
+
static void studiolight_load_equirect_image(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
- ImBuf *ibuf = NULL;
- ibuf = IMB_loadiffname(sl->path, 0, NULL);
- if (ibuf == NULL) {
- float *colbuf = MEM_mallocN(sizeof(float[4]), __func__);
- copy_v4_fl4(colbuf, 1.0f, 0.0f, 1.0f, 1.0f);
- ibuf = IMB_allocFromBuffer(NULL, colbuf, 1, 1);
+ ImBuf *ibuf = IMB_loadiffname(sl->path, IB_multilayer, NULL);
+ ImBuf *specular_ibuf = NULL;
+ ImBuf *diffuse_ibuf = NULL;
+ const bool failed = (ibuf == NULL);
+
+ if (ibuf) {
+ if (ibuf->ftype == IMB_FTYPE_OPENEXR && ibuf->userdata) {
+ /* the read file is a multilayered openexr file (userdata != NULL)
+ * This file is currently only supported for MATCAPS where
+ * the first found 'diffuse' pass will be used for diffuse lighting
+ * and the first found 'specular' pass will be used for specular lighting */
+ MultilayerConvertContext ctx = {};
+ IMB_exr_multilayer_convert(ibuf->userdata,
+ &ctx,
+ &studiolight_multilayer_addview,
+ &studiolight_multilayer_addlayer,
+ &studiolight_multilayer_addpass);
+
+ /* `ctx.diffuse_pass` and `ctx.specular_pass` can be freed inside
+ * `studiolight_multilayer_convert_pass` when conversion happens.
+ * When not converted we move the ownership of the buffer to the
+ * `converted_pass`. We only need to free `converted_pass` as it holds
+ * the unmodified allocation from the `ctx.*_pass` or the converted data.
+ */
+ if (ctx.diffuse_pass != NULL) {
+ float *converted_pass = studiolight_multilayer_convert_pass(
+ ibuf, ctx.diffuse_pass, ctx.num_diffuse_channels);
+ diffuse_ibuf = IMB_allocFromBuffer(
+ NULL, converted_pass, ibuf->x, ibuf->y, ctx.num_diffuse_channels);
+ MEM_freeN(converted_pass);
+ }
+
+ if (ctx.specular_pass != NULL) {
+ float *converted_pass = studiolight_multilayer_convert_pass(
+ ibuf, ctx.specular_pass, ctx.num_specular_channels);
+ specular_ibuf = IMB_allocFromBuffer(
+ NULL, converted_pass, ibuf->x, ibuf->y, ctx.num_specular_channels);
+ MEM_freeN(converted_pass);
+ }
+
+ IMB_exr_close(ibuf->userdata);
+ ibuf->userdata = NULL;
+ IMB_freeImBuf(ibuf);
+ ibuf = NULL;
+ }
+ else {
+ /* read file is an single layer openexr file or the read file isn't
+ * an openexr file */
+ IMB_float_from_rect(ibuf);
+ diffuse_ibuf = ibuf;
+ ibuf = NULL;
+ }
+ }
+
+ if (diffuse_ibuf == NULL) {
+ /* Create 1x1 diffuse buffer, in case image failed to load or if there was
+ * only a specular pass in the multilayer file or no passes were found. */
+ const float black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ const float magenta[4] = {1.0f, 0.0f, 1.0f, 1.0f};
+ diffuse_ibuf = IMB_allocFromBuffer(
+ NULL, (failed || (specular_ibuf == NULL)) ? magenta : black, 1, 1, 4);
+ }
+
+ if ((sl->flag & STUDIOLIGHT_TYPE_MATCAP)) {
+ sl->matcap_diffuse.ibuf = diffuse_ibuf;
+ sl->matcap_specular.ibuf = specular_ibuf;
+ if (specular_ibuf != NULL) {
+ sl->flag |= STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS;
+ }
+ }
+ else {
+ sl->equirect_radiance_buffer = diffuse_ibuf;
+ if (specular_ibuf != NULL) {
+ IMB_freeImBuf(specular_ibuf);
+ }
}
- IMB_float_from_rect(ibuf);
- sl->equirect_radiance_buffer = ibuf;
}
+
sl->flag |= STUDIOLIGHT_EXTERNAL_IMAGE_LOADED;
}
static void studiolight_create_equirect_radiance_gputexture(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
- char error[256];
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
ImBuf *ibuf = sl->equirect_radiance_buffer;
- if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) {
- float *gpu_matcap_3components = MEM_callocN(sizeof(float[3]) * ibuf->x * ibuf->y, __func__);
+ sl->equirect_radiance_gputexture = GPU_texture_create_2d(
+ ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, NULL);
+ GPUTexture *tex = sl->equirect_radiance_gputexture;
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, true);
+ GPU_texture_wrap_mode(tex, true);
+ GPU_texture_unbind(tex);
+ }
+ sl->flag |= STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE;
+}
- float(*offset4)[4] = (float(*)[4])ibuf->rect_float;
- float(*offset3)[3] = (float(*)[3])gpu_matcap_3components;
- for (int i = 0; i < ibuf->x * ibuf->y; i++, offset4++, offset3++) {
- copy_v3_v3(*offset3, *offset4);
- }
+static void studiolight_create_matcap_gputexture(StudioLightImage *sli)
+{
+ BLI_assert(sli->ibuf);
+ ImBuf *ibuf = sli->ibuf;
+ float *gpu_matcap_3components = MEM_callocN(sizeof(float[3]) * ibuf->x * ibuf->y, __func__);
+
+ float(*offset4)[4] = (float(*)[4])ibuf->rect_float;
+ float(*offset3)[3] = (float(*)[3])gpu_matcap_3components;
+ for (int i = 0; i < ibuf->x * ibuf->y; i++, offset4++, offset3++) {
+ copy_v3_v3(*offset3, *offset4);
+ }
+
+ sli->gputexture = GPU_texture_create_nD(ibuf->x,
+ ibuf->y,
+ 0,
+ 2,
+ gpu_matcap_3components,
+ GPU_R11F_G11F_B10F,
+ GPU_DATA_FLOAT,
+ 0,
+ false,
+ NULL);
+ MEM_SAFE_FREE(gpu_matcap_3components);
+}
- sl->equirect_radiance_gputexture = GPU_texture_create_nD(ibuf->x,
- ibuf->y,
- 0,
- 2,
- gpu_matcap_3components,
- GPU_R11F_G11F_B10F,
- GPU_DATA_FLOAT,
- 0,
- false,
- error);
-
- MEM_SAFE_FREE(gpu_matcap_3components);
+static void studiolight_create_matcap_diffuse_gputexture(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) {
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
+ studiolight_create_matcap_gputexture(&sl->matcap_diffuse);
}
- else {
- sl->equirect_radiance_gputexture = GPU_texture_create_2d(
- ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
- GPUTexture *tex = sl->equirect_radiance_gputexture;
- GPU_texture_bind(tex, 0);
- GPU_texture_filter_mode(tex, true);
- GPU_texture_wrap_mode(tex, true);
- GPU_texture_unbind(tex);
+ }
+ sl->flag |= STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE;
+}
+static void studiolight_create_matcap_specular_gputexture(StudioLight *sl)
+{
+ if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
+ if (sl->flag & STUDIOLIGHT_TYPE_MATCAP) {
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
+ if (sl->matcap_specular.ibuf) {
+ studiolight_create_matcap_gputexture(&sl->matcap_specular);
+ }
}
}
- sl->flag |= STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE;
+ sl->flag |= STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE;
}
static void studiolight_create_equirect_irradiance_gputexture(StudioLight *sl)
{
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
- char error[256];
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED);
ImBuf *ibuf = sl->equirect_irradiance_buffer;
sl->equirect_irradiance_gputexture = GPU_texture_create_2d(
- ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
+ ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, NULL);
GPUTexture *tex = sl->equirect_irradiance_gputexture;
GPU_texture_bind(tex, 0);
GPU_texture_filter_mode(tex, true);
@@ -457,32 +624,32 @@ static void studiolight_calculate_radiance_cubemap_buffers(StudioLight *sl)
/* front */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 0, 2, 1, 1, -1, 1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_POS] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* back */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 0, 2, 1, 1, 1, -1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_Y_NEG] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* left */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 2, 1, 0, 1, -1, 1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* right */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 2, 1, 0, -1, -1, -1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_X_NEG] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* top */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 0, 1, 2, -1, -1, 1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_NEG] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
/* bottom */
studiolight_calculate_radiance_buffer(ibuf, colbuf, 0, 1, 2, 1, -1, -1);
sl->radiance_cubemap_buffers[STUDIOLIGHT_Z_POS] = IMB_allocFromBuffer(
- NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE);
+ NULL, colbuf, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE, 4);
#if 0
IMB_saveiff(sl->radiance_cubemap_buffers[STUDIOLIGHT_X_POS],
@@ -603,7 +770,8 @@ static void studiolight_spherical_harmonics_calculate_coefficients(StudioLight *
/* Take monochrome SH as input */
static float studiolight_spherical_harmonics_lambda_get(float *sh, float max_laplacian)
{
- /* From Peter-Pike Sloan's Stupid SH Tricks http://www.ppsloan.org/publications/StupidSH36.pdf */
+ /* From Peter-Pike Sloan's Stupid SH Tricks http://www.ppsloan.org/publications/StupidSH36.pdf
+ */
float table_l[STUDIOLIGHT_SH_BANDS];
float table_b[STUDIOLIGHT_SH_BANDS];
@@ -720,7 +888,6 @@ BLI_INLINE void studiolight_spherical_harmonics_eval(StudioLight *sl,
}
return;
#else
-
/* L0 */
mul_v3_v3fl(color, sl->spherical_harmonics_coefs[0], 0.282095f);
# if STUDIOLIGHT_SH_BANDS > 1 /* L1 */
@@ -1045,7 +1212,8 @@ static void studiolight_calculate_irradiance_equirect_image(StudioLight *sl)
sl->equirect_irradiance_buffer = IMB_allocFromBuffer(NULL,
colbuf,
STUDIOLIGHT_IRRADIANCE_EQUIRECT_WIDTH,
- STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT);
+ STUDIOLIGHT_IRRADIANCE_EQUIRECT_HEIGHT,
+ 4);
MEM_freeN(colbuf);
#ifdef STUDIOLIGHT_IRRADIANCE_METHOD_RADIANCE
@@ -1196,7 +1364,8 @@ static void studiolight_matcap_preview(uint *icon_buffer, StudioLight *sl, bool
{
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EXTERNAL_IMAGE_LOADED);
- ImBuf *ibuf = sl->equirect_radiance_buffer;
+ ImBuf *diffuse_buffer = sl->matcap_diffuse.ibuf;
+ ImBuf *specular_buffer = sl->matcap_specular.ibuf;
ITER_PIXELS (uint, icon_buffer, 1, STUDIOLIGHT_ICON_SIZE, STUDIOLIGHT_ICON_SIZE) {
float dy = RESCALE_COORD(y);
@@ -1206,7 +1375,15 @@ static void studiolight_matcap_preview(uint *icon_buffer, StudioLight *sl, bool
}
float color[4];
- nearest_interpolation_color(ibuf, NULL, color, dx * ibuf->x - 1.0f, dy * ibuf->y - 1.0f);
+ float u = dx * diffuse_buffer->x - 1.0f;
+ float v = dy * diffuse_buffer->y - 1.0f;
+ nearest_interpolation_color(diffuse_buffer, NULL, color, u, v);
+
+ if (specular_buffer) {
+ float specular[4];
+ nearest_interpolation_color(specular_buffer, NULL, specular, u, v);
+ add_v3_v3(color, specular);
+ }
uint alphamask = alpha_circle_mask(dx, dy, 0.5f - texel_size[0], 0.5f);
@@ -1303,9 +1480,9 @@ void BKE_studiolight_default(SolidLight lights[4], float light_ambient[4])
void BKE_studiolight_init(void)
{
/* Add default studio light */
- StudioLight *sl = studiolight_create(STUDIOLIGHT_INTERNAL |
- STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED |
- STUDIOLIGHT_TYPE_STUDIO);
+ StudioLight *sl = studiolight_create(
+ STUDIOLIGHT_INTERNAL | STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED |
+ STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS);
BLI_strncpy(sl->name, "Default", FILE_MAXFILE);
BLI_addtail(&studiolights, sl);
@@ -1317,7 +1494,8 @@ void BKE_studiolight_init(void)
if (!BKE_appdir_app_is_portable_install()) {
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES,
STUDIOLIGHT_LIGHTS_FOLDER,
- STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_USER_DEFINED);
+ STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_USER_DEFINED |
+ STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES,
STUDIOLIGHT_WORLD_FOLDER,
STUDIOLIGHT_TYPE_WORLD | STUDIOLIGHT_USER_DEFINED);
@@ -1325,8 +1503,10 @@ void BKE_studiolight_init(void)
STUDIOLIGHT_MATCAP_FOLDER,
STUDIOLIGHT_TYPE_MATCAP | STUDIOLIGHT_USER_DEFINED);
}
- studiolight_add_files_from_datafolder(
- BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_LIGHTS_FOLDER, STUDIOLIGHT_TYPE_STUDIO);
+ studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES,
+ STUDIOLIGHT_LIGHTS_FOLDER,
+ STUDIOLIGHT_TYPE_STUDIO |
+ STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS);
studiolight_add_files_from_datafolder(
BLENDER_SYSTEM_DATAFILES, STUDIOLIGHT_WORLD_FOLDER, STUDIOLIGHT_TYPE_WORLD);
studiolight_add_files_from_datafolder(
@@ -1456,6 +1636,12 @@ void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
studiolight_calculate_irradiance_equirect_image(sl);
}
}
+ if ((flag & STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE)) {
+ studiolight_create_matcap_diffuse_gputexture(sl);
+ }
+ if ((flag & STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE)) {
+ studiolight_create_matcap_specular_gputexture(sl);
+ }
}
/*
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index a1f80440404..fd4cea4279a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -5,7 +5,8 @@ uniform sampler2D materialBuffer;
uniform sampler2D normalBuffer;
/* normalBuffer contains viewport normals */
uniform sampler2D cavityBuffer;
-uniform sampler2D matcapImage;
+uniform sampler2D matcapDiffuseImage;
+uniform sampler2D matcapSpecularImage;
uniform vec2 invertedViewportSize;
uniform vec4 viewvecs[3];
@@ -55,8 +56,15 @@ void main()
normal_viewport = (metallic > 0.0) ? normal_viewport : -normal_viewport;
bool flipped = world_data.matcap_orientation != 0;
vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);
- vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb;
- vec3 shaded_color = matcap * base_color;
+ vec3 matcap_diffuse = textureLod(matcapDiffuseImage, matcap_uv, 0.0).rgb;
+
+# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ vec3 matcap_specular = textureLod(matcapSpecularImage, matcap_uv, 0.0).rgb;
+# else
+ vec3 matcap_specular = vec3(0.0);
+# endif
+
+ vec3 shaded_color = matcap_diffuse * base_color + matcap_specular;
#elif defined(V3D_LIGHTING_STUDIO)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index c78b2182d04..3333dfeff38 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -27,7 +27,8 @@ in vec2 uv_interp;
in vec3 vertexColor;
#endif
#ifdef V3D_LIGHTING_MATCAP
-uniform sampler2D matcapImage;
+uniform sampler2D matcapDiffuseImage;
+uniform sampler2D matcapSpecularImage;
#endif
layout(std140) uniform world_block
@@ -68,8 +69,13 @@ void main()
#elif defined(V3D_LIGHTING_MATCAP)
bool flipped = world_data.matcap_orientation != 0;
vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped);
- vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb;
- vec3 shaded_color = matcap * diffuse_color.rgb;
+ vec3 matcap_diffuse = textureLod(matcapDiffuseImage, matcap_uv, 0.0).rgb;
+# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ vec3 matcap_specular = textureLod(matcapSpecularImage, matcap_uv, 0.0).rgb;
+# else
+ vec3 matcap_specular = vec3(0.0);
+# endif
+ vec3 shaded_color = matcap_diffuse * diffuse_color.rgb + matcap_specular;
#elif defined(V3D_LIGHTING_STUDIO)
vec3 shaded_color = get_world_lighting(
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index add49462de1..c1c9d8b5a96 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -694,16 +694,22 @@ static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG
if (CAVITY_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx);
}
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
+ if (workbench_is_specular_highlight_enabled(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
}
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
+ if (workbench_is_specular_highlight_enabled(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
- BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
+ BKE_studiolight_ensure_flag(wpd->studio_light,
+ STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
+ STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
DRW_shgroup_uniform_texture(
- grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture);
+ grp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture);
+ if (workbench_is_specular_highlight_enabled(wpd)) {
+ DRW_shgroup_uniform_texture(
+ grp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture);
+ }
}
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 4c1fce550e8..824c6e7bd76 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -186,11 +186,17 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
workbench_material_copy(material, &material_template);
if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
- BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
+ BKE_studiolight_ensure_flag(wpd->studio_light,
+ STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
+ STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
DRW_shgroup_uniform_texture(
- grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture);
+ grp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture);
+ if (workbench_is_specular_highlight_enabled(wpd)) {
+ DRW_shgroup_uniform_texture(
+ grp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture);
+ }
}
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
+ if (workbench_is_specular_highlight_enabled(wpd) || MATCAP_ENABLED(wpd)) {
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
if (SHADOW_ENABLED(wpd)) {
@@ -528,11 +534,17 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
float hair_alpha = XRAY_ALPHA(wpd) * 0.33f;
DRW_shgroup_uniform_float_copy(shgrp, "alpha", hair_alpha);
if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
- BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
+ BKE_studiolight_ensure_flag(wpd->studio_light,
+ STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
+ STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
DRW_shgroup_uniform_texture(
- shgrp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture);
+ shgrp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture);
+ if (workbench_is_specular_highlight_enabled(wpd)) {
+ DRW_shgroup_uniform_texture(
+ shgrp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture);
+ }
}
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
+ if (workbench_is_specular_highlight_enabled(wpd) || MATCAP_ENABLED(wpd)) {
DRW_shgroup_uniform_vec2(shgrp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 6699a1954ba..e050877187e 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -79,7 +79,7 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
/* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */
if (mat) {
data->alpha *= mat->a;
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
+ if (workbench_is_specular_highlight_enabled(wpd)) {
copy_v3_v3(data->base_color, &mat->r);
mul_v3_v3fl(data->diffuse_color, &mat->r, 1.0f - mat->metallic);
mul_v3_v3fl(data->specular_color, &mat->r, mat->metallic);
@@ -121,7 +121,7 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define WB_CAVITY\n");
}
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
+ if (workbench_is_specular_highlight_enabled(wpd)) {
BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n");
}
if (STUDIOLIGHT_ENABLED(wpd)) {
@@ -195,11 +195,12 @@ int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd)
/* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */
int index = 0;
/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
- index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
+ index = wpd->shading.light;
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2);
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3);
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4);
SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 5);
+ SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6);
BLI_assert(index < MAX_COMPOSITE_SHADERS);
return index;
}
@@ -246,12 +247,13 @@ int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd,
/* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */
int index = 0;
/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
- index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
+ index = wpd->shading.light;
SET_FLAG_FROM_TEST(index, use_textures, 1 << 2);
SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 3);
SET_FLAG_FROM_TEST(index, is_hair, 1 << 4);
/* 1 bits SHADOWS (only facing factor) */
SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 5);
+ SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6);
BLI_assert(index < MAX_ACCUM_SHADERS);
return index;
}
@@ -333,7 +335,7 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
1);
}
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
+ if (workbench_is_specular_highlight_enabled(wpd)) {
if (use_metallic) {
DRW_shgroup_uniform_float(grp, "materialMetallic", &material->metallic, 1);
}
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 255b036eebb..d880d5d58b5 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -36,9 +36,9 @@
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
-#define MAX_COMPOSITE_SHADERS (1 << 6)
+#define MAX_COMPOSITE_SHADERS (1 << 7)
#define MAX_PREPASS_SHADERS (1 << 7)
-#define MAX_ACCUM_SHADERS (1 << 6)
+#define MAX_ACCUM_SHADERS (1 << 7)
#define MAX_CAVITY_SHADERS (1 << 3)
#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR)
@@ -77,9 +77,6 @@
#define IS_NAVIGATING(wpd) \
((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING))
-#define SPECULAR_HIGHLIGHT_ENABLED(wpd) \
- (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && \
- (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)))
#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) \
@@ -316,6 +313,16 @@ typedef struct WORKBENCH_ObjectData {
} WORKBENCH_ObjectData;
/* inline helper functions */
+BLI_INLINE bool workbench_is_specular_highlight_enabled(WORKBENCH_PrivateData *wpd)
+{
+ if ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
+ if (STUDIOLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
+ return (wpd->studio_light->flag & STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS) != 0;
+ }
+ }
+ return false;
+}
+
BLI_INLINE bool workbench_is_taa_enabled(WORKBENCH_PrivateData *wpd)
{
if (DRW_state_is_image_render()) {
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index be3655648f5..859b1e4a10d 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -348,7 +348,7 @@ static void gpu_texture_update_scaled(
}
/* Scale pixels. */
- ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, w, h);
+ ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, w, h, 4);
IMB_scaleImBuf(ibuf, sub_w, sub_h);
if (ibuf->rect_float) {
@@ -648,13 +648,13 @@ void GPU_create_gl_tex(uint *bind,
recth = smaller_power_of_2_limit(recth);
if (frect) {
- ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
+ ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy, 4);
IMB_scaleImBuf(ibuf, rectw, recth);
frect = ibuf->rect_float;
}
else {
- ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
+ ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy, 4);
IMB_scaleImBuf(ibuf, rectw, recth);
rect = ibuf->rect;
diff --git a/source/blender/imbuf/IMB_imbuf.h b/source/blender/imbuf/IMB_imbuf.h
index 571cac41399..7e7e489a6c3 100644
--- a/source/blender/imbuf/IMB_imbuf.h
+++ b/source/blender/imbuf/IMB_imbuf.h
@@ -145,7 +145,8 @@ bool IMB_initImBuf(
struct ImBuf *IMB_allocFromBuffer(const unsigned int *rect,
const float *rectf,
unsigned int w,
- unsigned int h);
+ unsigned int h,
+ unsigned int channels);
/**
*
diff --git a/source/blender/imbuf/intern/allocimbuf.c b/source/blender/imbuf/intern/allocimbuf.c
index 7d2f51af65e..75db3fd3c73 100644
--- a/source/blender/imbuf/intern/allocimbuf.c
+++ b/source/blender/imbuf/intern/allocimbuf.c
@@ -428,7 +428,8 @@ bool imb_addrectImBuf(ImBuf *ibuf)
struct ImBuf *IMB_allocFromBuffer(const unsigned int *rect,
const float *rectf,
unsigned int w,
- unsigned int h)
+ unsigned int h,
+ unsigned int channels)
{
ImBuf *ibuf = NULL;
@@ -438,6 +439,7 @@ struct ImBuf *IMB_allocFromBuffer(const unsigned int *rect,
ibuf = IMB_allocImBuf(w, h, 32, 0);
+ ibuf->channels = channels;
if (rectf) {
ibuf->rect_float = MEM_dupallocN(rectf);
ibuf->flags |= IB_rectfloat;
diff --git a/source/blender/makesrna/intern/rna_userdef.c b/source/blender/makesrna/intern/rna_userdef.c
index 72a3455b120..64ed284eb1f 100644
--- a/source/blender/makesrna/intern/rna_userdef.c
+++ b/source/blender/makesrna/intern/rna_userdef.c
@@ -912,6 +912,13 @@ static bool rna_UserDef_studiolight_is_user_defined_get(PointerRNA *ptr)
return (sl->flag & STUDIOLIGHT_USER_DEFINED) != 0;
}
+/* StudioLight.is_user_defined */
+static bool rna_UserDef_studiolight_has_specular_highlight_pass_get(PointerRNA *ptr)
+{
+ StudioLight *sl = (StudioLight *)ptr->data;
+ return sl->flag & STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS;
+}
+
/* StudioLight.type */
static int rna_UserDef_studiolight_type_get(PointerRNA *ptr)
@@ -3700,6 +3707,15 @@ static void rna_def_userdef_studiolight(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "User Defined", "");
+ prop = RNA_def_property(srna, "has_specular_highlight_pass", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_funcs(
+ prop, "rna_UserDef_studiolight_has_specular_highlight_pass_get", NULL);
+ RNA_def_property_clear_flag(prop, PROP_EDITABLE);
+ RNA_def_property_ui_text(
+ prop,
+ "Has Specular Highlight",
+ "Studio light image file has separate \"diffuse\" and \"specular\" passes");
+
prop = RNA_def_property(srna, "type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, rna_enum_studio_light_type_items);
RNA_def_property_enum_funcs(prop, "rna_UserDef_studiolight_type_get", NULL, NULL);