/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2006-2007 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __BKE_STUDIOLIGHT_H__ #define __BKE_STUDIOLIGHT_H__ /** \file BKE_studiolight.h * \ingroup bke * * Studio lighting for the 3dview */ #include "BLI_sys_types.h" #include "DNA_space_types.h" #include "IMB_imbuf_types.h" /* * These defines are the indexes in the StudioLight.diffuse_light * X_POS means the light that is traveling towards the positive X * So Light direction. */ #define STUDIOLIGHT_X_POS 0 #define STUDIOLIGHT_X_NEG 1 #define STUDIOLIGHT_Y_POS 2 #define STUDIOLIGHT_Y_NEG 3 #define STUDIOLIGHT_Z_POS 4 #define STUDIOLIGHT_Z_NEG 5 #define STUDIOLIGHT_ICON_ID_TYPE_RADIANCE 0 #define STUDIOLIGHT_ICON_ID_TYPE_IRRADIANCE 1 struct GPUTexture; enum StudioLightFlag { STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0), STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED = (1 << 1), STUDIOLIGHT_EXTERNAL_FILE = (1 << 2), STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 3), STUDIOLIGHT_ORIENTATION_WORLD = (1 << 4), STUDIOLIGHT_EQUIRECTANGULAR_IMAGE_LOADED = (1 << 5), STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED = (1 << 6), STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE = (1 << 7), STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE = (1 << 8), STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 9), } StudioLightFlag; typedef struct StudioLight { struct StudioLight *next, *prev; int flag; char name[FILE_MAXFILE]; char path[FILE_MAX]; int irradiance_icon_id; int radiance_icon_id; int index; float diffuse_light[6][3]; float light_direction[3]; ImBuf *equirectangular_radiance_buffer; ImBuf *equirectangular_irradiance_buffer; ImBuf *radiance_cubemap_buffers[6]; struct GPUTexture *equirectangular_radiance_gputexture; struct GPUTexture *equirectangular_irradiance_gputexture; } StudioLight; void BKE_studiolight_init(void); void BKE_studiolight_free(void); struct StudioLight *BKE_studiolight_find(const char *name, int flag); struct StudioLight *BKE_studiolight_findindex(int index); unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size, int icon_id_type); const struct ListBase *BKE_studiolight_listbase(void); void BKE_studiolight_ensure_flag(StudioLight *sl, int flag); #endif /* __BKE_STUDIOLIGHT_H__ */