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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.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file DNA_lightprobe_types.h
* \ingroup DNA
*/
#ifndef __DNA_LIGHTPROBE_TYPES_H__
#define __DNA_LIGHTPROBE_TYPES_H__
#include "DNA_defs.h"
#include "DNA_listBase.h"
#include "DNA_ID.h"
#ifdef __cplusplus
extern "C" {
#endif
struct Object;
struct AnimData;
typedef struct LightProbe {
ID id;
struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
char type; /* For realtime probe objects */
char flag; /* General purpose flags for probes */
char attenuation_type; /* Attenuation type */
char parallax_type; /* Parallax type */
float distinf; /* Influence Radius */
float distpar; /* Parallax Radius */
float falloff; /* Influence falloff */
float clipsta, clipend;
float vis_bias, vis_bleedbias; /* VSM visibility biases */
float vis_blur;
float intensity; /* Intensity multiplier */
int grid_resolution_x; /* Irradiance grid resolution */
int grid_resolution_y;
int grid_resolution_z;
int pad1;
struct Object *parallax_ob; /* Object to use as a parallax origin */
struct Image *image; /* Image to use on as lighting data */
struct Collection *visibility_grp; /* Object visibility group, inclusive or exclusive */
float data_draw_size;
/* Runtime display data */
float distfalloff, distgridinf;
float pad;
} LightProbe;
/* Probe->type */
enum {
LIGHTPROBE_TYPE_CUBE = 0,
LIGHTPROBE_TYPE_PLANAR = 1,
LIGHTPROBE_TYPE_GRID = 2,
};
/* Probe->flag */
enum {
LIGHTPROBE_FLAG_CUSTOM_PARALLAX = (1 << 0),
LIGHTPROBE_FLAG_SHOW_INFLUENCE = (1 << 1),
LIGHTPROBE_FLAG_SHOW_PARALLAX = (1 << 2),
LIGHTPROBE_FLAG_SHOW_CLIP_DIST = (1 << 3),
LIGHTPROBE_FLAG_SHOW_DATA = (1 << 4),
LIGHTPROBE_FLAG_INVERT_GROUP = (1 << 5),
};
/* Probe->display */
enum {
LIGHTPROBE_DISP_WIRE = 0,
LIGHTPROBE_DISP_SHADED = 1,
LIGHTPROBE_DISP_DIFFUSE = 2,
LIGHTPROBE_DISP_REFLECTIVE = 3,
};
/* Probe->parallax && Probe->attenuation_type*/
enum {
LIGHTPROBE_SHAPE_ELIPSOID = 0,
LIGHTPROBE_SHAPE_BOX = 1,
};
/* ------- Eevee LightProbes ------- */
/* Needs to be there because written to file
* with the lightcache. */
typedef struct LightProbeCache {
float position[3], parallax_type;
float attenuation_fac;
float attenuation_type;
float pad3[2];
float attenuationmat[4][4];
float parallaxmat[4][4];
} LightProbeCache;
typedef struct LightGridCache {
float mat[4][4];
int resolution[3], offset; /* offset to the first irradiance sample in the pool. */
float corner[3], attenuation_scale;
float increment_x[3], attenuation_bias; /* world space vector between 2 opposite cells */
float increment_y[3], level_bias;
float increment_z[3], pad4;
float visibility_bias, visibility_bleed, visibility_range, pad5;
} LightGridCache;
/* ------ Eevee Lightcache ------- */
typedef struct LightCacheTexture {
struct GPUTexture *tex;
/* Copy of GPU datas to create GPUTextures on file read. */
char *data;
int tex_size[3];
char data_type;
char components;
char pad[2];
} LightCacheTexture;
typedef struct LightCache {
int flag;
/* only a single cache for now */
int cube_len, grid_len; /* Number of probes to use for rendering. */
int mips_len; /* Number of mipmap level to use. */
int vis_res, ref_res; /* Size of a visibility/reflection sample. */
int pad[2];
/* In the future, we could create a bigger texture containing
* multiple caches (for animation) and interpolate between the
* caches overtime to another texture. */
LightCacheTexture grid_tx;
LightCacheTexture cube_tx; /* Contains data for mipmap level 0. */
LightCacheTexture *cube_mips; /* Does not contains valid GPUTexture, only data. */
/* All lightprobes data contained in the cache. */
LightProbeCache *cube_data;
LightGridCache *grid_data;
} LightCache;
/* LightCache->flag */
enum {
LIGHTCACHE_BAKED = (1 << 0),
LIGHTCACHE_BAKING = (1 << 1),
LIGHTCACHE_CUBE_READY = (1 << 2),
LIGHTCACHE_GRID_READY = (1 << 3),
/* Update tagging */
LIGHTCACHE_UPDATE_CUBE = (1 << 4),
LIGHTCACHE_UPDATE_GRID = (1 << 5),
LIGHTCACHE_UPDATE_WORLD = (1 << 6),
LIGHTCACHE_UPDATE_AUTO = (1 << 7),
};
/* EEVEE_LightCacheTexture->data_type */
enum {
LIGHTCACHETEX_BYTE = (1 << 0),
LIGHTCACHETEX_FLOAT = (1 << 1),
LIGHTCACHETEX_UINT = (1 << 2),
};
#ifdef __cplusplus
}
#endif
#endif /* __DNA_LIGHTPROBE_TYPES_H__ */
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