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/*
* ***** 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_INTERNAL = (1 << 2),
STUDIOLIGHT_EXTERNAL_FILE = (1 << 3),
STUDIOLIGHT_ORIENTATION_CAMERA = (1 << 4),
STUDIOLIGHT_ORIENTATION_WORLD = (1 << 5),
STUDIOLIGHT_ORIENTATION_VIEWNORMAL = (1 << 6),
STUDIOLIGHT_EXTERNAL_IMAGE_LOADED = (1 << 7),
STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED = (1 << 8),
STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE = (1 << 9),
STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE = (1 << 10),
STUDIOLIGHT_RADIANCE_BUFFERS_CALCULATED = (1 << 11),
} StudioLightFlag;
#define STUDIOLIGHT_FLAG_ALL (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_EXTERNAL_FILE)
#define STUDIOLIGHT_FLAG_ORIENTATIONS (STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD | STUDIOLIGHT_ORIENTATION_VIEWNORMAL)
#define STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_WORLD)
#define STUDIOLIGHT_ORIENTATIONS_SOLID (STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD)
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, int flag);
struct StudioLight *BKE_studiolight_find_first(int flag);
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__ */
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