Workbench: World based studio lighting

Disabled shadows for now as the calculation of the light direction is
still to bogus.
This commit is contained in:
Jeroen Bakker 2018-05-16 16:42:30 +02:00
parent def1c3eb4b
commit e862bcd6c8
12 changed files with 254 additions and 64 deletions

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@ -3510,14 +3510,17 @@ class VIEW3D_PT_shading(Panel):
col.row().prop(shading, "light", expand=True)
if shading.light == 'STUDIO':
col.row().template_icon_view(shading, "studio_light")
if shading.studio_light_orientation == 'WORLD':
col.row().prop(shading, "studiolight_rot_z")
col.separator()
row = col.row()
row.prop(shading, "show_shadows")
sub = row.row()
sub.active = shading.show_shadows
sub.prop(shading, "shadow_intensity", text="")
if not(shading.light == 'STUDIO' and shading.studio_light_orientation == 'WORLD'):
row = col.row()
row.prop(shading, "show_shadows")
sub = row.row()
sub.active = shading.show_shadows
sub.prop(shading, "shadow_intensity", text="")
col.prop(shading, "show_object_outline")

@ -38,6 +38,11 @@
#include "DNA_space_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
@ -47,8 +52,11 @@
enum StudioLightFlag
{
STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED = (1 << 0),
STUDIOLIGHT_EXTERNAL_FILE = (1 << 1),
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),
} StudioLightFlag;
typedef struct StudioLight
@ -60,6 +68,7 @@ typedef struct StudioLight
int icon_id;
int index;
float diffuse_light[6][3];
float light_direction[3];
} StudioLight;
void BKE_studiolight_init(void);

@ -40,6 +40,7 @@
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_path_util.h"
#include "BLI_rand.h"
#include "BLI_string.h"
#include "DNA_listBase.h"
@ -54,7 +55,8 @@
static ListBase studiolights;
#define STUDIO_LIGHT_EXTENSIONS ".jpg", ".hdr"
#define STUDIO_LIGHT_DIFFUSE_SAMPLE_STEP 64
static const char *STUDIO_LIGHT_FOLDER = "studiolights/";
static const char *STUDIO_LIGHT_CAMERA_FOLDER = "studiolights/camera/";
static const char *STUDIO_LIGHT_WORLD_FOLDER = "studiolights/world/";
/* FUNCTIONS */
static void studiolight_free(struct StudioLight *sl)
@ -79,6 +81,16 @@ static void direction_to_equirectangular(float r[2], const float dir[3])
r[1] = (acosf(dir[2] / 1.0) - M_PI) / -M_PI;
}
static void equirectangular_to_direction(float r[3], float u, float v)
{
float phi = (-(M_PI * 2))*u + M_PI;
float theta = -M_PI*v + M_PI;
float sin_theta = sinf(theta);
r[0] = sin_theta*cosf(phi);
r[1] = sin_theta*sinf(phi);
r[2] = cosf(theta);
}
static void studiolight_calculate_directional_diffuse_light(ImBuf *ibuf, float color[4], const float start[3], const float v1[3], const float v2[3])
{
const int steps = STUDIO_LIGHT_DIFFUSE_SAMPLE_STEP;
@ -125,18 +137,18 @@ static void studiolight_calculate_diffuse_light(StudioLight *sl)
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.0f);
if (sl->flag &= STUDIOLIGHT_EXTERNAL_FILE) {
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
ImBuf* ibuf = NULL;
ibuf = IMB_loadiffname(sl->path, 0, NULL);
if (ibuf) {
IMB_float_from_rect(ibuf);
/* XXX: should calculate the same, only rendering should be different */
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
copy_v3_fl3(v1, 0.0f, 2.0f, 0.0f);
copy_v3_fl3(v2, 0.0f, 0.0f, 2.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Z_NEG], start, v1, v2);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Y_POS], start, v1, v2);
copy_v3_fl3(start, 1.0f, -1.0f, -1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Z_POS], start, v1, v2);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Y_NEG], start, v1, v2);
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
copy_v3_fl3(v1, 2.0f, 0.0f, 0.0f);
@ -145,19 +157,53 @@ static void studiolight_calculate_diffuse_light(StudioLight *sl)
copy_v3_fl3(start, -1.0f, 1.0f, -1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_X_NEG], start, v1, v2);
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
copy_v3_fl3(start, -1.0f, -1.0f, 1.0f);
copy_v3_fl3(v1, 2.0f, 0.0f, 0.0f);
copy_v3_fl3(v2, 0.0f, 2.0f, 0.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Y_NEG], start, v1, v2);
copy_v3_fl3(start, -1.0f, -1.0f, 1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Y_POS], start, v1, v2);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Z_POS], start, v1, v2);
copy_v3_fl3(start, -1.0f, -1.0f, -1.0f);
studiolight_calculate_directional_diffuse_light(ibuf, sl->diffuse_light[STUDIOLIGHT_Z_NEG], start, v1, v2);
IMB_freeImBuf(ibuf);
}
}
sl->flag |= STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED;
}
static void studiolight_calculate_light_direction(StudioLight *sl)
{
float best_light = 0.0;
sl->light_direction[0] = 0.0f;
sl->light_direction[1] = 0.0f;
sl->light_direction[2] = -1.0f;
if ((sl->flag & STUDIOLIGHT_EXTERNAL_FILE) && (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
ImBuf* ibuf = NULL;
ibuf = IMB_loadiffname(sl->path, 0, NULL);
if (ibuf) {
IMB_float_from_rect(ibuf);
/* go over every pixel, determine light, if higher calc direction off the light */
float col[4];
float direction[3];
float new_light;
for (int y = 0; y < ibuf->y; y ++) {
for (int x = 0; x < ibuf->x; x ++) {
nearest_interpolation_color_wrap(ibuf, NULL, col, x, y);
new_light = col[0] + col[1] + col[2];
if (new_light > best_light) {
equirectangular_to_direction(direction, x, y);
sl->light_direction[0] = direction[1];
sl->light_direction[1] = direction[2];
sl->light_direction[2] = direction[0];
best_light = new_light;
}
}
}
IMB_freeImBuf(ibuf);
}
}
sl->flag |= STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED;
}
static void studiolight_add_files_from_datafolder(const int folder_id, const char* subfolder, int flag)
{
StudioLight *sl;
@ -185,6 +231,34 @@ static void studiolight_add_files_from_datafolder(const int folder_id, const cha
}
static int studiolight_flag_cmp_order(const StudioLight *sl)
{
/* Internal studiolights before external studio lights */
if (sl->flag & STUDIOLIGHT_EXTERNAL_FILE) {
return 1;
}
return 0;
}
static int studiolight_cmp(const void *a, const void *b)
{
const StudioLight *sl1 = a;
const StudioLight *sl2 = b;
const int flagorder1 = studiolight_flag_cmp_order(sl1);
const int flagorder2 = studiolight_flag_cmp_order(sl2);
if (flagorder1 < flagorder2){
return -1;
}
else if (flagorder1 > flagorder2)
{
return 1;
}
else {
return BLI_strcasecmp(sl1->name, sl2->name);
}
}
/* API */
void BKE_studiolight_init(void)
{
@ -194,18 +268,23 @@ void BKE_studiolight_init(void)
/* Also reserve icon space for it. */
/* Add default studio light */
sl = studiolight_create();
BLI_strncpy(sl->name, "INTERNAL_01\0", FILE_MAXFILE);
sl->flag = STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED;
BLI_strncpy(sl->name, "INTERNAL_01", FILE_MAXFILE);
sl->flag = STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED | STUDIOLIGHT_ORIENTATION_CAMERA;
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_X_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_POS], 1.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Y_NEG], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 1.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_POS], 0.0f);
copy_v3_fl(sl->diffuse_light[STUDIOLIGHT_Z_NEG], 0.0f);
BLI_addtail(&studiolights, sl);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIO_LIGHT_FOLDER, 0);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIO_LIGHT_FOLDER, 0);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIO_LIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIO_LIGHT_CAMERA_FOLDER, STUDIOLIGHT_ORIENTATION_CAMERA);
studiolight_add_files_from_datafolder(BLENDER_SYSTEM_DATAFILES, STUDIO_LIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
studiolight_add_files_from_datafolder(BLENDER_USER_DATAFILES, STUDIO_LIGHT_WORLD_FOLDER, STUDIOLIGHT_ORIENTATION_WORLD);
/* sort studio lights on filename. */
BLI_listbase_sort(&studiolights, studiolight_cmp);
}
void BKE_studiolight_free(void)
@ -281,9 +360,9 @@ unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size)
float color[3];
mul_v3_v3fl(color, sl->diffuse_light[STUDIOLIGHT_X_POS], clamp_f(normal[0], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_X_NEG], clamp_f(-normal[0], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Y_POS], clamp_f(normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Y_NEG], clamp_f(-normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_POS], clamp_f(normal[2], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_POS], clamp_f(normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Z_NEG], clamp_f(-normal[1], 0.0, 1.0));
interp_v3_v3v3(color, color, sl->diffuse_light[STUDIOLIGHT_Y_POS], clamp_f(normal[2], 0.0, 1.0));
pixelresult = rgb_to_cpack(
linearrgb_to_srgb(color[0]),
@ -298,11 +377,14 @@ unsigned int *BKE_studiolight_preview(StudioLight *sl, int icon_size)
void BKE_studiolight_ensure_flag(StudioLight *sl, int flag)
{
if (sl->flag & flag){
if ((sl->flag & flag) == flag){
return;
}
if ((flag & STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED)) {
studiolight_calculate_diffuse_light(sl);
}
if ((flag & STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED)) {
studiolight_calculate_light_direction(sl);
}
}

@ -9,6 +9,7 @@ uniform vec3 objectOverlapColor = vec3(0.0);
uniform float shadowMultiplier;
uniform float lightMultiplier;
uniform float shadowShift = 0.1;
uniform mat3 normalWorldMatrix;
uniform vec3 lightDirection; /* light direction in view space */
@ -57,7 +58,13 @@ void main()
#ifdef V3D_LIGHTING_STUDIO
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_viewport);
#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
#endif
#ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb;
#else /* V3D_LIGHTING_STUDIO */

@ -2,8 +2,19 @@ vec3 get_world_diffuse_light(WorldData world_data, vec3 N)
{
vec4 result = world_data.diffuse_light_x_pos * clamp(N.x, 0.0, 1.0);
result = mix(result, world_data.diffuse_light_x_neg, clamp(-N.x, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_pos, clamp( N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_z_pos, clamp( N.z, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_pos, clamp(-N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_neg, clamp(N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_z_pos, clamp(N.z, 0.0, 1.0));
return mix(result, world_data.diffuse_light_z_neg, clamp(-N.z, 0.0, 1.0)).xyz;
}
vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
{
vec4 result = world_data.diffuse_light_x_pos * clamp(N.x, 0.0, 1.0);
result = mix(result, world_data.diffuse_light_x_neg, clamp(-N.x, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_z_pos, clamp( N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_z_neg, clamp(-N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_pos, clamp( N.z, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.z, 0.0, 1.0));
return result.xyz;
}

@ -64,6 +64,7 @@ static struct {
SceneDisplay display; /* world light direction for shadows */
float light_direction_vs[3];
int next_object_id;
float normal_world_matrix[3][3];
} e_data = {{NULL}};
/* Shaders */
@ -86,7 +87,7 @@ extern DrawEngineType draw_engine_workbench_solid;
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || wpd->shading.flag & V3D_SHADING_SHADOW)
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define NORMAL_ENCODING_ENABLED() (true)
//(!SHADOW_ENABLED(wpd))
#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD)
static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
@ -99,10 +100,18 @@ static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
BLI_dynstr_appendf(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n");
}
if (wpd->shading.flag & V3D_SHADING_SHADOW) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
if (!STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
}
}
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_WORLD\n");
}
else {
BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_CAMERA\n");
}
}
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
@ -168,10 +177,13 @@ static int get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
index = (index << 2);
/* set the drawtype flag
0 = OB_SOLID,
1 = OB_TEXTURE */
index = index << 1;
0 = OB_SOLID,
1 = OB_TEXTURE
2 = STUDIOLIGHT_ORIENTATION_WORLD
*/
SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 2);
SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
return index;
}
@ -368,6 +380,17 @@ static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG
}
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
float view_matrix_inverse[4][4];
float rot_matrix[4][4];
float matrix[4][4];
axis_angle_to_mat4_single(rot_matrix, 'Z', -wpd->shading.studiolight_rot_z);
DRW_viewport_matrix_get(view_matrix_inverse, DRW_MAT_VIEWINV);
mul_m4_m4m4(matrix, rot_matrix, view_matrix_inverse);
copy_m3_m4(e_data.normal_world_matrix, matrix);
DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", e_data.normal_world_matrix);
}
}
void workbench_materials_cache_init(WORKBENCH_Data *vedata)
@ -386,17 +409,24 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
select_deferred_shaders(wpd);
/* Deferred Mix Pass */
{
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
negate_v3(e_data.display.light_direction);
e_data.display.shadow_shift = scene->display.shadow_shift;
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
float rot_matrix[3][3];
// float dir[3] = {0.57, 0.57, -0.57};
axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
}
else {
copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
negate_v3(e_data.display.light_direction);
}
float view_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction);
e_data.display.shadow_shift = scene->display.shadow_shift;
if (SHADOW_ENABLED(wpd)) {

@ -143,6 +143,9 @@ typedef struct View3DShading {
float shadow_intensity;
float single_color[3];
float studiolight_rot_z;
float pad2;
} View3DShading;
/* 3D Viewport Overlay setings */

@ -37,6 +37,8 @@
#include "BKE_node.h"
#include "BKE_studiolight.h"
#include "BLI_math.h"
#include "DNA_action_types.h"
#include "DNA_key_types.h"
#include "DNA_material_types.h"
@ -181,29 +183,39 @@ const EnumPropertyItem rna_enum_viewport_lighting_items[] = {
};
static const EnumPropertyItem rna_enum_studio_light_items[] = {
{0, "STUDIOLIGHT_01", 0, "", ""},
{1, "STUDIOLIGHT_02", 0, "", ""},
{2, "STUDIOLIGHT_03", 0, "", ""},
{3, "STUDIOLIGHT_04", 0, "", ""},
{4, "STUDIOLIGHT_05", 0, "", ""},
{5, "STUDIOLIGHT_06", 0, "", ""},
{6, "STUDIOLIGHT_07", 0, "", ""},
{7, "STUDIOLIGHT_08", 0, "", ""},
{8, "STUDIOLIGHT_09", 0, "", ""},
{9, "STUDIOLIGHT_10", 0, "", ""},
{10, "STUDIOLIGHT_11", 0, "", ""},
{11, "STUDIOLIGHT_12", 0, "", ""},
{12, "STUDIOLIGHT_13", 0, "", ""},
{13, "STUDIOLIGHT_14", 0, "", ""},
{14, "STUDIOLIGHT_15", 0, "", ""},
{15, "STUDIOLIGHT_16", 0, "", ""},
{16, "STUDIOLIGHT_17", 0, "", ""},
{17, "STUDIOLIGHT_18", 0, "", ""},
{18, "STUDIOLIGHT_19", 0, "", ""},
{19, "STUDIOLIGHT_20", 0, "", ""},
{0, "STUDIOLIGHT_00", 0, "", ""},
{1, "STUDIOLIGHT_01", 0, "", ""},
{2, "STUDIOLIGHT_02", 0, "", ""},
{3, "STUDIOLIGHT_03", 0, "", ""},
{4, "STUDIOLIGHT_04", 0, "", ""},
{5, "STUDIOLIGHT_05", 0, "", ""},
{6, "STUDIOLIGHT_06", 0, "", ""},
{7, "STUDIOLIGHT_07", 0, "", ""},
{8, "STUDIOLIGHT_08", 0, "", ""},
{9, "STUDIOLIGHT_09", 0, "", ""},
{10, "STUDIOLIGHT_10", 0, "", ""},
{11, "STUDIOLIGHT_11", 0, "", ""},
{12, "STUDIOLIGHT_12", 0, "", ""},
{13, "STUDIOLIGHT_13", 0, "", ""},
{14, "STUDIOLIGHT_14", 0, "", ""},
{15, "STUDIOLIGHT_15", 0, "", ""},
{16, "STUDIOLIGHT_16", 0, "", ""},
{17, "STUDIOLIGHT_17", 0, "", ""},
{18, "STUDIOLIGHT_18", 0, "", ""},
{19, "STUDIOLIGHT_19", 0, "", ""},
{20, "STUDIOLIGHT_20", 0, "", ""},
{21, "STUDIOLIGHT_21", 0, "", ""},
{22, "STUDIOLIGHT_22", 0, "", ""},
{23, "STUDIOLIGHT_23", 0, "", ""},
{24, "STUDIOLIGHT_24", 0, "", ""},
{25, "STUDIOLIGHT_25", 0, "", ""},
{26, "STUDIOLIGHT_26", 0, "", ""},
{27, "STUDIOLIGHT_27", 0, "", ""},
{28, "STUDIOLIGHT_28", 0, "", ""},
{29, "STUDIOLIGHT_29", 0, "", ""},
{0, NULL, 0, NULL, NULL}
};
#define NUM_STUDIO_LIGHT_ITEMS 20
#define NUM_STUDIO_LIGHT_ITEMS 30
const EnumPropertyItem rna_enum_clip_editor_mode_items[] = {
{SC_MODE_TRACKING, "TRACKING", ICON_ANIM_DATA, "Tracking", "Show tracking and solving tools"},
@ -693,9 +705,18 @@ static const EnumPropertyItem *rna_3DViewShading_type_itemf(
return item;
}
static int rna_View3DShading_studio_light_orientation_get(PointerRNA *ptr)
{
View3D *v3d = (View3D *)ptr->data;
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light);
return sl->flag & (STUDIOLIGHT_ORIENTATION_WORLD|STUDIOLIGHT_ORIENTATION_CAMERA);
}
static void rna_View3DShading_studio_light_orientation_set(PointerRNA *UNUSED(ptr), int UNUSED(value))
{
}
static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
{
/* XXX: should be stored as string */
View3D *v3d = (View3D *)ptr->data;
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light);
return sl->index;
@ -703,7 +724,6 @@ static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
{
/* XXX: should be stored as string */
View3D *v3d = (View3D *)ptr->data;
StudioLight *sl = BKE_studiolight_findindex(value);
BLI_strncpy(v3d->shading.studio_light, sl->name, FILE_MAXFILE);
@ -721,6 +741,7 @@ static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(
if (totitem < NUM_STUDIO_LIGHT_ITEMS) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_studio_light_items, totitem);
lastitem = &item[totitem-1];
lastitem->value = sl->index;
lastitem->icon = sl->icon_id;
lastitem->name = sl->name;
}
@ -2183,6 +2204,13 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem studio_light_orientation_items[] = {
{0, "UNKNOWN", 0, "Unknown", "Studio light has no orientation"},
{STUDIOLIGHT_ORIENTATION_CAMERA, "CAMERA", 0, "Camera", "Studio light is camera based"},
{STUDIOLIGHT_ORIENTATION_WORLD, "WORLD", 0, "World", "Studio light is world based"},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "View3DShading", NULL);
RNA_def_struct_sdna(srna, "View3D");
RNA_def_struct_nested(brna, srna, "SpaceView3D");
@ -2216,6 +2244,23 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Studiolight", "Studio lighting setup");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "studio_light_orientation", PROP_ENUM, PROP_NONE);
RNA_define_verify_sdna(0);
RNA_def_property_enum_sdna(prop, NULL, "shading.flag");
RNA_def_property_ui_text(prop, "Studio Light Orientation", "Orientation of the studio light");
RNA_def_property_enum_items(prop, studio_light_orientation_items);
RNA_def_property_enum_funcs(prop, "rna_View3DShading_studio_light_orientation_get", "rna_View3DShading_studio_light_orientation_set", NULL);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_define_verify_sdna(1);
prop = RNA_def_property(srna, "studiolight_rot_z", PROP_FLOAT, PROP_ANGLE);
RNA_def_property_float_sdna(prop, NULL, "shading.studiolight_rot_z");
RNA_def_property_float_default(prop, 0.0);
RNA_def_property_ui_text(prop, "Studiolight Rotation", "Rotation of the studiolight around the Z-Axis");
RNA_def_property_range(prop, -M_PI, M_PI);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "color_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "shading.color_type");
RNA_def_property_enum_items(prop, color_type_items);