Cleanup: rename lamp -> light

This commit is contained in:
Campbell Barton 2019-02-27 12:02:02 +11:00
parent 918941483f
commit 1079742db9
69 changed files with 394 additions and 394 deletions

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@ -59,7 +59,7 @@ class NODE_HT_header(Header):
NODE_MT_editor_menus.draw_collapsible(context, layout)
# No shader nodes for Eevee lamps
# No shader nodes for Eevee lights
if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LIGHT'):
row = layout.row()
row.prop(snode_id, "use_nodes")

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@ -22,7 +22,7 @@
/** \file
* \ingroup bke
* \brief General operations, lookup, etc. for blender lamps.
* \brief General operations, lookup, etc. for blender lights.
*/
#ifdef __cplusplus
extern "C" {

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@ -1131,7 +1131,7 @@ void BKE_animdata_main_cb(Main *bmain, ID_AnimData_Edit_Callback func, void *use
/* textures */
ANIMDATA_NODETREE_IDS_CB(bmain->tex.first, Tex);
/* lamps */
/* lights */
ANIMDATA_NODETREE_IDS_CB(bmain->light.first, Light);
/* materials */
@ -1230,7 +1230,7 @@ void BKE_animdata_fix_paths_rename_all(ID *ref_id, const char *prefix, const cha
/* textures */
RENAMEFIX_ANIM_NODETREE_IDS(bmain->tex.first, Tex);
/* lamps */
/* lights */
RENAMEFIX_ANIM_NODETREE_IDS(bmain->light.first, Light);
/* materials */
@ -3612,7 +3612,7 @@ void BKE_animsys_evaluate_all_animation(Main *main, Depsgraph *depsgraph, Scene
/* textures */
EVAL_ANIM_NODETREE_IDS(main->tex.first, Tex, ADT_RECALC_ANIM);
/* lamps */
/* lights */
EVAL_ANIM_NODETREE_IDS(main->light.first, Light, ADT_RECALC_ANIM);
/* materials */

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@ -201,7 +201,7 @@ void BKE_camera_params_from_object(CameraParams *params, const Object *ob)
params->clip_end = cam->clip_end;
}
else if (ob->type == OB_LAMP) {
/* lamp object */
/* light object */
Light *la = ob->data;
params->lens = 16.0f / tanf(la->spotsize * 0.5f);
if (params->lens == 0.0f)

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@ -615,7 +615,7 @@ static const char *camera_adrcodes_to_paths(int adrcode, int *array_index)
}
/* Light Types */
static const char *lamp_adrcodes_to_paths(int adrcode, int *array_index)
static const char *light_adrcodes_to_paths(int adrcode, int *array_index)
{
/* set array index like this in-case nothing sets it correctly */
*array_index = 0;
@ -842,8 +842,8 @@ static char *get_rna_access(ID *id, int blocktype, int adrcode, char actname[],
propname = camera_adrcodes_to_paths(adrcode, &dummy_index);
break;
case ID_LA: /* lamp */
propname = lamp_adrcodes_to_paths(adrcode, &dummy_index);
case ID_LA: /* light */
propname = light_adrcodes_to_paths(adrcode, &dummy_index);
break;
case ID_SO: /* sound */
@ -1989,7 +1989,7 @@ void do_versions_ipos_to_animato(Main *bmain)
}
}
/* lamps */
/* lights */
for (id = bmain->light.first; id; id = id->next) {
Light *la = (Light *)id;

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@ -165,7 +165,7 @@ void BKE_light_free(Light *la)
curvemapping_free(la->curfalloff);
/* is no lib link block, but lamp extension */
/* is no lib link block, but light extension */
if (la->nodetree) {
ntreeFreeNestedTree(la->nodetree);
MEM_freeN(la->nodetree);

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@ -135,7 +135,7 @@ void BKE_material_init(Material *ma)
ma->roughness = 0.25f;
ma->pr_lamp = 3; /* two lamps, is bits */
ma->pr_light = 3; /* two lights, is bits */
ma->pr_type = MA_SPHERE;
ma->preview = NULL;

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@ -3550,7 +3550,7 @@ static void registerShaderNodes(void)
register_node_type_sh_uvalongstroke();
register_node_type_sh_eevee_specular();
register_node_type_sh_output_lamp();
register_node_type_sh_output_light();
register_node_type_sh_output_material();
register_node_type_sh_output_world();
register_node_type_sh_output_linestyle();

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@ -715,10 +715,10 @@ void smokeModifier_copy(const struct SmokeModifierData *smd, struct SmokeModifie
static void smoke_calc_transparency(SmokeDomainSettings *sds, ViewLayer *view_layer);
static float calc_voxel_transp(float *result, float *input, int res[3], int *pixel, float *tRay, float correct);
static int get_lamp(ViewLayer *view_layer, float *light)
static int get_light(ViewLayer *view_layer, float *light)
{
Base *base_tmp = NULL;
int found_lamp = 0;
int found_light = 0;
// try to find a lamp, preferably local
for (base_tmp = FIRSTBASE(view_layer); base_tmp; base_tmp = base_tmp->next) {
@ -729,14 +729,14 @@ static int get_lamp(ViewLayer *view_layer, float *light)
copy_v3_v3(light, base_tmp->object->obmat[3]);
return 1;
}
else if (!found_lamp) {
else if (!found_light) {
copy_v3_v3(light, base_tmp->object->obmat[3]);
found_lamp = 1;
found_light = 1;
}
}
}
return found_lamp;
return found_light;
}
/**********************************************************
@ -3013,7 +3013,7 @@ static void smoke_calc_transparency(SmokeDomainSettings *sds, ViewLayer *view_la
float *density = smoke_get_density(sds->fluid);
float correct = -7.0f * sds->dx;
if (!get_lamp(view_layer, light)) return;
if (!get_light(view_layer, light)) return;
/* convert light pos to sim cell space */
mul_m4_v3(sds->imat, light);

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@ -851,7 +851,7 @@ static float blinn_specular(
gloss *= 1.0f - wrap;
float shininess = exp2(10.0f * gloss + 1.0f);
/* Pi is already divided in the lamp power.
/* Pi is already divided in the light power.
* normalization_factor = (shininess + 8.0) / (8.0 * M_PI) */
float normalization_factor = shininess * 0.125f + 1.0f;
float spec_light = powf(spec_angle, shininess) * max_ff(NL, 0.0f) * normalization_factor;

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@ -3973,7 +3973,7 @@ static void direct_link_camera(FileData *fd, Camera *ca)
/** \name Read ID: Light
* \{ */
static void lib_link_lamp(FileData *fd, Main *main)
static void lib_link_light(FileData *fd, Main *main)
{
for (Light *la = main->light.first; la; la = la->id.next) {
if (la->id.tag & LIB_TAG_NEED_LINK) {
@ -3992,7 +3992,7 @@ static void lib_link_lamp(FileData *fd, Main *main)
}
}
static void direct_link_lamp(FileData *fd, Light *la)
static void direct_link_light(FileData *fd, Light *la)
{
la->adt = newdataadr(fd, la->adt);
direct_link_animdata(fd, la->adt);
@ -9059,7 +9059,7 @@ static BHead *read_libblock(FileData *fd, Main *main, BHead *bhead, const int ta
direct_link_image(fd, (Image *)id);
break;
case ID_LA:
direct_link_lamp(fd, (Light *)id);
direct_link_light(fd, (Light *)id);
break;
case ID_VF:
direct_link_vfont(fd, (VFont *)id);
@ -9323,7 +9323,7 @@ static void lib_link_all(FileData *fd, Main *main)
lib_link_ipo(fd, main); /* XXX deprecated... still needs to be maintained for version patches still */
lib_link_key(fd, main);
lib_link_world(fd, main);
lib_link_lamp(fd, main);
lib_link_light(fd, main);
lib_link_latt(fd, main);
lib_link_text(fd, main);
lib_link_camera(fd, main);
@ -10126,7 +10126,7 @@ static void expand_material(FileData *fd, Main *mainvar, Material *ma)
}
}
static void expand_lamp(FileData *fd, Main *mainvar, Light *la)
static void expand_light(FileData *fd, Main *mainvar, Light *la)
{
expand_doit(fd, mainvar, la->ipo); // XXX deprecated - old animation system
@ -10692,7 +10692,7 @@ void BLO_expand_main(void *fdhandle, Main *mainvar)
expand_lattice(fd, mainvar, (Lattice *)id);
break;
case ID_LA:
expand_lamp(fd, mainvar, (Light *)id);
expand_light(fd, mainvar, (Light *)id);
break;
case ID_KE:
expand_key(fd, mainvar, (Key *)id);

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@ -1398,7 +1398,7 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *bmain)
/* Blender 2.5.2 - subversion 0 introduced a new setting: V3D_RENDER_OVERRIDE.
* This bit was used in the past for V3D_TRANSFORM_SNAP, which is now deprecated.
* Here we clear it for old files so they don't come in with V3D_RENDER_OVERRIDE set,
* which would cause cameras, lamps, etc to become invisible */
* which would cause cameras, lights, etc to become invisible */
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {

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@ -326,7 +326,7 @@ void BLO_update_defaults_startup_blend(Main *bmain, const char *app_template)
scene->eevee.motion_blur_shutter = 0.5f;
}
/* Rename lamp objects. */
/* Rename light objects. */
rename_id_for_versioning(bmain, ID_OB, "Light", "Light");
rename_id_for_versioning(bmain, ID_LA, "Light", "Light");

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@ -1182,8 +1182,8 @@ void blo_do_versions_pre250(FileData *fd, Library *lib, Main *bmain)
/* Object *ob = bmain->object.first; */
while (ma) {
if (ma->pr_lamp == 0)
ma->pr_lamp = 3;
if (ma->pr_light == 0)
ma->pr_light = 3;
ma = ma->id.next;
}

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@ -2368,7 +2368,7 @@ static void write_world(WriteData *wd, World *wrld)
}
}
static void write_lamp(WriteData *wd, Light *la)
static void write_light(WriteData *wd, Light *la)
{
if (la->id.us > 0 || wd->use_memfile) {
/* write LibData */
@ -2383,7 +2383,7 @@ static void write_lamp(WriteData *wd, Light *la)
write_curvemapping(wd, la->curfalloff);
}
/* nodetree is integral part of lamps, no libdata */
/* Node-tree is integral part of lights, no libdata. */
if (la->nodetree) {
writestruct(wd, DATA, bNodeTree, 1, la->nodetree);
write_nodetree_nolib(wd, la->nodetree);
@ -3934,7 +3934,7 @@ static bool write_file_handle(
write_camera(wd, (Camera *)id);
break;
case ID_LA:
write_lamp(wd, (Light *)id);
write_light(wd, (Light *)id);
break;
case ID_LT:
write_lattice(wd, (Lattice *)id);

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@ -175,7 +175,7 @@ typedef struct {
BLT_I18NCONTEXTS_ITEM(BLT_I18NCONTEXT_ID_IMAGE, "id_image"), \
/*BLT_I18NCONTEXTS_ITEM(BLT_I18NCONTEXT_ID_IPO, "id_ipo"),*/ \
BLT_I18NCONTEXTS_ITEM(BLT_I18NCONTEXT_ID_SHAPEKEY, "id_shapekey"), \
BLT_I18NCONTEXTS_ITEM(BLT_I18NCONTEXT_ID_LIGHT, "id_lamp"), \
BLT_I18NCONTEXTS_ITEM(BLT_I18NCONTEXT_ID_LIGHT, "id_light"), \
BLT_I18NCONTEXTS_ITEM(BLT_I18NCONTEXT_ID_LIBRARY, "id_library"), \
BLT_I18NCONTEXTS_ITEM(BLT_I18NCONTEXT_ID_LATTICE, "id_lattice"), \
BLT_I18NCONTEXTS_ITEM(BLT_I18NCONTEXT_ID_MASK, "id_mask"), \

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@ -721,7 +721,7 @@ const std::string AnimationExporter::get_collada_name(std::string channel_target
{ "specular_hardness", "specular_hardness" },
{ "alpha", "alpha" },
/* Lamps */
/* Lights */
{ "color", "color" },
{ "fall_off_angle", "falloff_angle" },
{ "spot_size", "falloff_angle" },

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@ -404,7 +404,7 @@ void BCAnimationSampler::initialize_keyframes(BCFrameSet &frameset, Object *ob)
frameset.clear();
add_keyframes_from(bc_getSceneObjectAction(ob), frameset);
add_keyframes_from(bc_getSceneCameraAction(ob), frameset);
add_keyframes_from(bc_getSceneLampAction(ob), frameset);
add_keyframes_from(bc_getSceneLightAction(ob), frameset);
for (int a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a + 1);
@ -451,12 +451,12 @@ void BCAnimationSampler::initialize_curves(BCAnimationCurveMap &curves, Object *
object_type = BC_ANIMATION_TYPE_CAMERA;
}
else if (ob->type == OB_LAMP) {
action = bc_getSceneLampAction(ob);
action = bc_getSceneLightAction(ob);
object_type = BC_ANIMATION_TYPE_LIGHT;
}
if (action) {
/* Add lamp action or Camera action */
/* Add light action or Camera action */
FCurve *fcu = (FCurve *)action->curves.first;
for (; fcu; fcu = fcu->next) {
BCCurveKey key(object_type, fcu->rna_path, fcu->array_index);

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@ -377,20 +377,20 @@ Object *DocumentImporter::create_camera_object(COLLADAFW::InstanceCamera *camera
return ob;
}
Object *DocumentImporter::create_lamp_object(COLLADAFW::InstanceLight *lamp, Scene *sce)
Object *DocumentImporter::create_light_object(COLLADAFW::InstanceLight *lamp, Scene *sce)
{
const COLLADAFW::UniqueId& lamp_uid = lamp->getInstanciatedObjectId();
if (uid_lamp_map.find(lamp_uid) == uid_lamp_map.end()) {
if (uid_light_map.find(lamp_uid) == uid_light_map.end()) {
fprintf(stderr, "Couldn't find light by UID.\n");
return NULL;
}
Main *bmain = CTX_data_main(mContext);
Object *ob = bc_add_object(bmain, sce, view_layer, OB_LAMP, NULL);
Light *la = uid_lamp_map[lamp_uid];
Light *old_lamp = (Light *)ob->data;
Light *la = uid_light_map[lamp_uid];
Light *old_light = (Light *)ob->data;
ob->data = la;
BKE_id_free_us(bmain, old_lamp);
BKE_id_free_us(bmain, old_light);
return ob;
}
@ -563,9 +563,9 @@ std::vector<Object *> *DocumentImporter::write_node(COLLADAFW::Node *node, COLLA
++camera_done;
}
while (lamp_done < lamp.getCount()) {
ob = create_lamp_object(lamp[lamp_done], sce);
ob = create_light_object(lamp[lamp_done], sce);
if (ob == NULL) {
report_unknown_reference(*node, "instance_lamp");
report_unknown_reference(*node, "instance_light");
}
else {
objects_done->push_back(ob);
@ -1117,7 +1117,7 @@ bool DocumentImporter::writeLight(const COLLADAFW::Light *light)
}
}
this->uid_lamp_map[light->getUniqueId()] = lamp;
this->uid_light_map[light->getUniqueId()] = lamp;
this->FW_object_map[light->getUniqueId()] = light;
return true;
}

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@ -65,7 +65,7 @@ public:
/** these should not be here */
Object* create_camera_object(COLLADAFW::InstanceCamera*, Scene*);
Object* create_lamp_object(COLLADAFW::InstanceLight*, Scene*);
Object* create_light_object(COLLADAFW::InstanceLight*, Scene*);
Object* create_instance_node(Object*, COLLADAFW::Node*, COLLADAFW::Node*, Scene*, bool);
void create_constraints(ExtraTags *et, Object *ob);
std::vector<Object *> *write_node(COLLADAFW::Node*, COLLADAFW::Node*, Scene*, Object*, bool);
@ -156,7 +156,7 @@ private:
std::map<COLLADAFW::UniqueId, Material*> uid_material_map;
std::map<COLLADAFW::UniqueId, Material*> uid_effect_map;
std::map<COLLADAFW::UniqueId, Camera*> uid_camera_map;
std::map<COLLADAFW::UniqueId, Light*> uid_lamp_map;
std::map<COLLADAFW::UniqueId, Light*> uid_light_map;
std::map<Material*, TexIndexTextureArrayMap> material_texture_mapping_map;
std::multimap<COLLADAFW::UniqueId, Object*> object_map;
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> node_map;

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@ -29,7 +29,7 @@
#include "collada_internal.h"
template<class Functor>
void forEachLampObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
void forEachLightObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
{
LinkNode *node;
for (node = export_set; node; node = node->next) {
@ -48,7 +48,7 @@ void LightsExporter::exportLights(Scene *sce)
{
openLibrary();
forEachLampObjectInExportSet(sce, *this, this->export_settings->export_set);
forEachLightObjectInExportSet(sce, *this, this->export_settings->export_set);
closeLibrary();
}
@ -105,7 +105,7 @@ void LightsExporter::operator()(Object *ob)
exportBlenderProfile(cla, la);
addLight(cla);
}
// area lamp is not supported
// area light is not supported
// it will be exported as a local lamp
else {
COLLADASW::PointLight cla(mSW, la_id, la_name);

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@ -1016,9 +1016,9 @@ bool bc_is_animated(BCMatrixSampleMap &values)
bool bc_has_animations(Object *ob)
{
/* Check for object,lamp and camera transform animations */
/* Check for object, light and camera transform animations */
if ((bc_getSceneObjectAction(ob) && bc_getSceneObjectAction(ob)->curves.first) ||
(bc_getSceneLampAction(ob) && bc_getSceneLampAction(ob)->curves.first) ||
(bc_getSceneLightAction(ob) && bc_getSceneLightAction(ob)->curves.first) ||
(bc_getSceneCameraAction(ob) && bc_getSceneCameraAction(ob)->curves.first))
return true;

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@ -91,7 +91,7 @@ inline bAction *bc_getSceneObjectAction(Object *ob)
}
/* Returns Light Action or NULL */
inline bAction *bc_getSceneLampAction(Object *ob)
inline bAction *bc_getSceneLightAction(Object *ob)
{
if (ob->type != OB_LAMP)
return NULL;

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@ -424,7 +424,7 @@ void DepsgraphNodeBuilder::build_id(ID *id)
build_shapekeys((Key *)id);
break;
case ID_LA:
build_lamp((Light *)id);
build_light((Light *)id);
break;
case ID_LP:
build_lightprobe((LightProbe *)id);
@ -692,7 +692,7 @@ void DepsgraphNodeBuilder::build_object_data(
}
break;
case OB_LAMP:
build_object_data_lamp(object);
build_object_data_light(object);
break;
case OB_CAMERA:
build_object_data_camera(object);
@ -720,10 +720,10 @@ void DepsgraphNodeBuilder::build_object_data_camera(Object *object)
build_camera(camera);
}
void DepsgraphNodeBuilder::build_object_data_lamp(Object *object)
void DepsgraphNodeBuilder::build_object_data_light(Object *object)
{
Light *lamp = (Light *)object->data;
build_lamp(lamp);
build_light(lamp);
}
void DepsgraphNodeBuilder::build_object_data_lightprobe(Object *object)
@ -1417,7 +1417,7 @@ void DepsgraphNodeBuilder::build_camera(Camera *camera)
op_node->set_as_exit();
}
void DepsgraphNodeBuilder::build_lamp(Light *lamp)
void DepsgraphNodeBuilder::build_light(Light *lamp)
{
if (built_map_.checkIsBuiltAndTag(lamp)) {
return;
@ -1428,11 +1428,11 @@ void DepsgraphNodeBuilder::build_lamp(Light *lamp)
&lamp->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL);
/* NOTE: We mark this node as both entry and exit. This way we have a
* node to link all dependencies for shading (which includes relation to the
* lamp object, and incldues relation from node tree) without adding a
* light object, and incldues relation from node tree) without adding a
* dedicated component type. */
op_node->set_as_entry();
op_node->set_as_exit();
/* lamp's nodetree */
/* light's nodetree */
build_nodetree(lamp->nodetree);
}

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@ -172,7 +172,7 @@ struct DepsgraphNodeBuilder {
void build_object_data_geometry(Object *object, bool is_object_visible);
void build_object_data_geometry_datablock(ID *obdata,
bool is_object_visible);
void build_object_data_lamp(Object *object);
void build_object_data_light(Object *object);
void build_object_data_lightprobe(Object *object);
void build_object_data_speaker(Object *object);
void build_object_transform(Object *object);
@ -204,7 +204,7 @@ struct DepsgraphNodeBuilder {
void build_armature(bArmature *armature);
void build_shapekeys(Key *key);
void build_camera(Camera *camera);
void build_lamp(Light *lamp);
void build_light(Light *lamp);
void build_nodetree(bNodeTree *ntree);
void build_material(Material *ma);
void build_texture(Tex *tex);

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@ -495,7 +495,7 @@ void DepsgraphRelationBuilder::build_id(ID *id)
build_shapekeys((Key *)id);
break;
case ID_LA:
build_lamp((Light *)id);
build_light((Light *)id);
break;
case ID_LP:
build_lightprobe((LightProbe *)id);
@ -774,7 +774,7 @@ void DepsgraphRelationBuilder::build_object_data(Object *object)
}
break;
case OB_LAMP:
build_object_data_lamp(object);
build_object_data_light(object);
break;
case OB_CAMERA:
build_object_data_camera(object);
@ -804,10 +804,10 @@ void DepsgraphRelationBuilder::build_object_data_camera(Object *object)
add_relation(camera_parameters_key, object_parameters_key, "Camera -> Object");
}
void DepsgraphRelationBuilder::build_object_data_lamp(Object *object)
void DepsgraphRelationBuilder::build_object_data_light(Object *object)
{
Light *lamp = (Light *)object->data;
build_lamp(lamp);
build_light(lamp);
ComponentKey lamp_parameters_key(&lamp->id, NodeType::PARAMETERS);
ComponentKey object_parameters_key(&object->id, NodeType::PARAMETERS);
add_relation(lamp_parameters_key, object_parameters_key, "Light -> Object");
@ -2348,13 +2348,13 @@ void DepsgraphRelationBuilder::build_camera(Camera *camera)
}
}
/* Lamps */
void DepsgraphRelationBuilder::build_lamp(Light *lamp)
/* Lights */
void DepsgraphRelationBuilder::build_light(Light *lamp)
{
if (built_map_.checkIsBuiltAndTag(lamp)) {
return;
}
/* lamp's nodetree */
/* light's nodetree */
if (lamp->nodetree != NULL) {
build_nodetree(lamp->nodetree);
ComponentKey lamp_parameters_key(&lamp->id, NodeType::PARAMETERS);

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@ -217,7 +217,7 @@ struct DepsgraphRelationBuilder
void build_object_data_camera(Object *object);
void build_object_data_geometry(Object *object);
void build_object_data_geometry_datablock(ID *obdata);
void build_object_data_lamp(Object *object);
void build_object_data_light(Object *object);
void build_object_data_lightprobe(Object *object);
void build_object_data_speaker(Object *object);
void build_object_parent(Object *object);
@ -265,7 +265,7 @@ struct DepsgraphRelationBuilder
void build_shapekeys(Key *key);
void build_armature(bArmature *armature);
void build_camera(Camera *camera);
void build_lamp(Light *lamp);
void build_light(Light *lamp);
void build_nodetree(bNodeTree *ntree);
void build_material(Material *ma);
void build_texture(Tex *tex);

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@ -32,7 +32,7 @@ void EEVEE_view_layer_data_free(void *storage)
EEVEE_ViewLayerData *sldata = (EEVEE_ViewLayerData *)storage;
/* Lights */
MEM_SAFE_FREE(sldata->lamps);
MEM_SAFE_FREE(sldata->lights);
DRW_UBO_FREE_SAFE(sldata->light_ubo);
DRW_UBO_FREE_SAFE(sldata->shadow_ubo);
DRW_UBO_FREE_SAFE(sldata->shadow_render_ubo);
@ -153,30 +153,30 @@ EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob)
/* Light data. */
static void eevee_lamp_data_init(DrawData *dd)
static void eevee_light_data_init(DrawData *dd)
{
EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)dd;
EEVEE_LightEngineData *led = (EEVEE_LightEngineData *)dd;
led->need_update = true;
led->prev_cube_shadow_id = -1;
}
EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob)
EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob)
{
if (ob->type != OB_LAMP) {
return NULL;
}
return (EEVEE_LampEngineData *)DRW_drawdata_get(
return (EEVEE_LightEngineData *)DRW_drawdata_get(
&ob->id, &draw_engine_eevee_type);
}
EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob)
EEVEE_LightEngineData *EEVEE_light_data_ensure(Object *ob)
{
BLI_assert(ob->type == OB_LAMP);
return (EEVEE_LampEngineData *)DRW_drawdata_ensure(
return (EEVEE_LightEngineData *)DRW_drawdata_ensure(
&ob->id,
&draw_engine_eevee_type,
sizeof(EEVEE_LampEngineData),
eevee_lamp_data_init,
sizeof(EEVEE_LightEngineData),
eevee_light_data_init,
NULL);
}

View File

@ -368,7 +368,7 @@ static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
ped->need_update = (ped->dd.recalc & (ID_RECALC_TRANSFORM | ID_RECALC_COPY_ON_WRITE)) != 0;
ped->dd.recalc = 0;
}
EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object);
EEVEE_LightEngineData *led = EEVEE_light_data_get(object);
if (led != NULL && led->dd.recalc != 0) {
led->need_update = true;
led->dd.recalc = 0;

View File

@ -113,8 +113,8 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, NULL);
}
if (!sldata->lamps) {
sldata->lamps = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo");
if (!sldata->lights) {
sldata->lights = MEM_callocN(sizeof(EEVEE_LightsInfo), "EEVEE_LightsInfo");
sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL);
sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL);
sldata->shadow_render_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL);
@ -126,20 +126,20 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
sldata->shcasters_buffers[i].count = 0;
}
sldata->lamps->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
sldata->lamps->shcaster_backbuffer = &sldata->shcasters_buffers[1];
sldata->lights->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
sldata->lights->shcaster_backbuffer = &sldata->shcasters_buffers[1];
}
/* Flip buffers */
SWAP(EEVEE_ShadowCasterBuffer *, sldata->lamps->shcaster_frontbuffer, sldata->lamps->shcaster_backbuffer);
SWAP(EEVEE_ShadowCasterBuffer *, sldata->lights->shcaster_frontbuffer, sldata->lights->shcaster_backbuffer);
const int sh_method = scene_eval->eevee.shadow_method;
int sh_cube_size = scene_eval->eevee.shadow_cube_size;
int sh_cascade_size = scene_eval->eevee.shadow_cascade_size;
const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0;
sldata->lamps->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
sldata->lights->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
if ((linfo->shadow_cube_size != sh_cube_size) ||
(linfo->shadow_method != sh_method) ||
(linfo->shadow_high_bitdepth != sh_high_bitdepth))
@ -242,7 +242,7 @@ static DRWPass *eevee_lights_cube_store_pass_get(EEVEE_PassList *psl, EEVEE_View
bool high_blur = shadow_samples_len > 16;
DRWPass **pass = (high_blur) ? &psl->shadow_cube_store_pass : &psl->shadow_cube_store_high_pass;
if (*pass == NULL) {
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
*pass = DRW_pass_create("Shadow Cube Storage Pass", DRW_STATE_WRITE_COLOR);
GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, false);
DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass);
@ -259,7 +259,7 @@ static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_V
bool high_blur = shadow_samples_len > 16;
DRWPass **pass = (high_blur) ? &psl->shadow_cascade_store_pass : &psl->shadow_cascade_store_high_pass;
if (*pass == NULL) {
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
*pass = DRW_pass_create("Shadow Cascade Storage Pass", DRW_STATE_WRITE_COLOR);
GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, true);
DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass);
@ -274,7 +274,7 @@ static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_V
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
@ -332,12 +332,12 @@ void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float threshold = draw_ctx->scene->eevee.light_threshold;
/* Step 1 find all lamps in the scene and setup them */
/* Step 1 find all lights in the scene and setup them */
if (linfo->num_light >= MAX_LIGHT) {
printf("Too many lights in the scene !!!\n");
}
@ -346,13 +346,13 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
EEVEE_Light *evli = linfo->light_data + linfo->num_light;
eevee_light_setup(ob, evli);
/* We do not support shadowmaps for dupli lamps. */
/* We do not support shadowmaps for dupli lights. */
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
linfo->num_light++;
return;
}
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
/* Save previous shadow id. */
int prev_cube_sh_id = led->prev_cube_shadow_id;
@ -396,7 +396,7 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
}
led->prev_cube_shadow_id = linfo->cpu_cube_len;
/* Saving lamp bounds for later. */
/* Saving light bounds for later. */
BLI_assert(linfo->cpu_cube_len >= 0 && linfo->cpu_cube_len < MAX_LIGHT);
copy_v3_v3(linfo->shadow_bounds[linfo->cpu_cube_len].center, ob->obmat[3]);
linfo->shadow_bounds[linfo->cpu_cube_len].radius = light_attenuation_radius_get(la, threshold);
@ -457,7 +457,7 @@ void EEVEE_lights_cache_shcaster_material_add(
DRW_shgroup_call_object_add(grp, geom, ob);
}
/* Make that object update shadow casting lamps inside its influence bounding box. */
/* Make that object update shadow casting lights inside its influence bounding box. */
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
@ -466,7 +466,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;
int past_id = oedata->shadow_caster_id;
@ -521,7 +521,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
eGPUTextureFormat shadow_pool_format = GPU_R32F;
sldata->common_data.la_num_light = linfo->num_light;
@ -587,7 +587,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool)
});
/* Update Lamps UBOs. */
/* Update Lights UBOs. */
EEVEE_lights_update(sldata, vedata);
}
@ -659,7 +659,7 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
return power;
}
/* Update buffer with lamp data */
/* Update buffer with light data */
static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
{
Light *la = (Light *)ob->data;
@ -696,9 +696,9 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
light_shape_parameters_set(evli, la, scale);
/* Light Type */
evli->lamptype = (float)la->type;
evli->light_type = (float)la->type;
if ((la->type == LA_AREA) && ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
evli->lamptype = LAMPTYPE_AREA_ELLIPSE;
evli->light_type = LAMPTYPE_AREA_ELLIPSE;
}
power = light_shape_power_get(la, evli);
@ -809,7 +809,7 @@ static void shadow_cube_random_position_set(
add_v3_v3(ws_sample_pos, jitter);
}
static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led, int sample_ofs)
static void eevee_shadow_cube_setup(Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led, int sample_ofs)
{
EEVEE_ShadowCubeData *sh_data = &led->data.scd;
EEVEE_Light *evli = linfo->light_data + sh_data->light_id;
@ -909,7 +909,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3], float r_cente
}
static void eevee_shadow_cascade_setup(
Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led,
Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led,
DRWMatrixState *saved_mats, float view_near, float view_far, int sample_ofs)
{
Light *la = (Light *)ob->data;
@ -919,7 +919,7 @@ static void eevee_shadow_cascade_setup(
float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN];
bool is_persp = DRW_viewport_is_persp_get();
/* Lamps Matrices */
/* Lights Matrices */
int cascade_nbr = la->cascade_count;
EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
@ -1139,7 +1139,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
Object *ob;
int i;
char *flag;
@ -1155,7 +1155,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
else {
/* Search for deleted shadow casters and if shcaster WAS in shadow radius. */
/* No need to run this if we already update all lamps. */
/* No need to run this if we already update all lights. */
EEVEE_LightBits past_bits = {{0}};
EEVEE_LightBits curr_bits = {{0}};
shcaster = backbuffer->shadow_casters;
@ -1163,7 +1163,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
for (i = 0; i < backbuffer->count; ++i, ++flag, ++shcaster) {
/* If the shadowcaster has been deleted or updated. */
if (*flag != 0) {
/* Add the lamps that were intersecting with its BBox. */
/* Add the lights that were intersecting with its BBox. */
lightbits_or(&past_bits, &shcaster->bits);
}
}
@ -1192,7 +1192,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Setup shadow cube in UBO and tag for update if necessary. */
for (i = 0; (i < MAX_SHADOW_CUBE) && (ob = linfo->shadow_cube_ref[i]); i++) {
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
eevee_shadow_cube_setup(ob, linfo, led, effects->taa_current_sample - 1);
if (lightbits_get(&update_bits, i) != 0 || linfo->soft_shadows) {
@ -1209,13 +1209,13 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
/* this refresh lamps shadow buffers */
/* this refresh lights shadow buffers */
void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float light_threshold = draw_ctx->scene->eevee.light_threshold;
Object *ob;
@ -1240,7 +1240,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
bool cascade_visible[MAX_SHADOW_CASCADE];
for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob);
EEVEE_LightEngineData *led = EEVEE_light_data_get(ob);
EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
float plane[4];
normalize_m4_m4(sh_data->viewmat, ob->obmat);
@ -1258,7 +1258,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_stats_group_start("Cube Shadow Maps");
/* Render each shadow to one layer of the array */
for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
Light *la = (Light *)ob->data;
if (!led->need_update || !cube_visible[i]) {
@ -1371,7 +1371,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
continue;
}
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
Light *la = (Light *)ob->data;
EEVEE_ShadowCascadeData *evscd = &led->data.scad;

View File

@ -1117,7 +1117,7 @@ static void material_opaque(
Scene *scene = draw_ctx->scene;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
bool use_diffuse, use_glossy, use_refract;
float *color_p = &ma->r;
@ -1318,7 +1318,7 @@ static void material_transparent(
Scene *scene = draw_ctx->scene;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
const bool use_ssrefract = (
((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
@ -1682,7 +1682,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
static float half = 0.5f;
static float error_col[3] = {1.0f, 0.0f, 1.0f};
static float compile_col[3] = {0.5f, 0.5f, 0.5f};
struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lamps->shadow_method);
struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lights->shadow_method);
switch (GPU_material_status(gpumat)) {
case GPU_MAT_SUCCESS:
@ -1719,7 +1719,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
shgrp = EEVEE_default_shading_group_get(sldata, vedata,
ob, psys, md,
true, false, use_ssr,
sldata->lamps->shadow_method);
sldata->lights->shadow_method);
DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
@ -1746,7 +1746,7 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
const View3D *v3d = draw_ctx->v3d;
if (LOOK_DEV_OVERLAY_ENABLED(v3d)) {
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_LightsInfo *linfo = sldata->lights;
struct GPUBatch *sphere = DRW_cache_sphere_get();
static float mat1[4][4];
static float color[3] = {0.8f, 0.8f, 0.8f};

View File

@ -352,10 +352,10 @@ typedef struct EEVEE_Light {
float spotsize, spotblend, radius, shadowid;
float rightvec[3], sizex;
float upvec[3], sizey;
float forwardvec[3], lamptype;
float forwardvec[3], light_type;
} EEVEE_Light;
/* Special type for elliptic area lamps, matches lamps_lib.glsl */
/* Special type for elliptic area lights, matches lamps_lib.glsl */
#define LAMPTYPE_AREA_ELLIPSE 100.0f
typedef struct EEVEE_Shadow {
@ -405,7 +405,7 @@ typedef struct EEVEE_ShadowCasterBuffer {
} EEVEE_ShadowCasterBuffer;
/* ************ LIGHT DATA ************* */
typedef struct EEVEE_LampsInfo {
typedef struct EEVEE_LightsInfo {
int num_light, cache_num_light;
int num_cube_layer, cache_num_cube_layer;
int num_cascade_layer, cache_num_cascade_layer;
@ -436,15 +436,15 @@ typedef struct EEVEE_LampsInfo {
/* Pointers only. */
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;
} EEVEE_LampsInfo;
} EEVEE_LightsInfo;
/* EEVEE_LampsInfo->shadow_casters_flag */
/* EEVEE_LightsInfo->shadow_casters_flag */
enum {
SHADOW_CASTER_PRUNED = (1 << 0),
SHADOW_CASTER_UPDATED = (1 << 1),
};
/* EEVEE_LampsInfo->update_flag */
/* EEVEE_LightsInfo->update_flag */
enum {
LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
};
@ -646,7 +646,7 @@ typedef struct EEVEE_CommonUniformBuffer {
int sss_toggle; /* bool */
/* Specular */
int spec_toggle; /* bool */
/* Lamps */
/* Lights */
int la_num_light; /* int */
/* Probes */
int prb_num_planar; /* int */
@ -676,8 +676,8 @@ typedef struct EEVEE_ClipPlanesUniformBuffer {
/* ************** SCENE LAYER DATA ************** */
typedef struct EEVEE_ViewLayerData {
/* Lamps */
struct EEVEE_LampsInfo *lamps;
/* Lights */
struct EEVEE_LightsInfo *lights;
struct GPUUniformBuffer *light_ubo;
struct GPUUniformBuffer *shadow_ubo;
@ -737,7 +737,7 @@ typedef struct EEVEE_ShadowCascadeData {
/* Theses are the structs stored inside Objects.
* It works with even if the object is in multiple layers
* because we don't get the same "Object *" for each layer. */
typedef struct EEVEE_LampEngineData {
typedef struct EEVEE_LightEngineData {
DrawData dd;
bool need_update;
@ -748,7 +748,7 @@ typedef struct EEVEE_LampEngineData {
struct EEVEE_ShadowCubeData scd;
struct EEVEE_ShadowCascadeData scad;
} data;
} EEVEE_LampEngineData;
} EEVEE_LightEngineData;
typedef struct EEVEE_LightProbeEngineData {
DrawData dd;
@ -827,8 +827,8 @@ EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob);
EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob);
EEVEE_LightEngineData *EEVEE_light_data_ensure(Object *ob);
EEVEE_WorldEngineData *EEVEE_world_data_get(World *wo);
EEVEE_WorldEngineData *EEVEE_world_data_ensure(World *wo);

View File

@ -46,11 +46,11 @@
static struct {
char *volumetric_common_lib;
char *volumetric_common_lamps_lib;
char *volumetric_common_lights_lib;
struct GPUShader *volumetric_clear_sh;
struct GPUShader *volumetric_scatter_sh;
struct GPUShader *volumetric_scatter_with_lamps_sh;
struct GPUShader *volumetric_scatter_with_lights_sh;
struct GPUShader *volumetric_integration_sh;
struct GPUShader *volumetric_resolve_sh;
@ -84,7 +84,7 @@ static void eevee_create_shader_volumes(void)
datatoc_bsdf_common_lib_glsl,
datatoc_volumetric_lib_glsl);
e_data.volumetric_common_lamps_lib = BLI_string_joinN(
e_data.volumetric_common_lights_lib = BLI_string_joinN(
datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
@ -104,15 +104,15 @@ static void eevee_create_shader_volumes(void)
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_scatter_frag_glsl,
e_data.volumetric_common_lamps_lib,
e_data.volumetric_common_lights_lib,
SHADER_DEFINES
"#define VOLUMETRICS\n"
"#define VOLUME_SHADOW\n");
e_data.volumetric_scatter_with_lamps_sh = DRW_shader_create_with_lib(
e_data.volumetric_scatter_with_lights_sh = DRW_shader_create_with_lib(
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_scatter_frag_glsl,
e_data.volumetric_common_lamps_lib,
e_data.volumetric_common_lights_lib,
SHADER_DEFINES
"#define VOLUMETRICS\n"
"#define VOLUME_LIGHTING\n"
@ -416,7 +416,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties", DRW_STATE_WRITE_COLOR |
DRW_STATE_ADDITIVE);
struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lamps_sh
struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lights_sh
: e_data.volumetric_scatter_sh;
psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps,
@ -608,11 +608,11 @@ void EEVEE_volumes_free_smoke_textures(void)
void EEVEE_volumes_free(void)
{
MEM_SAFE_FREE(e_data.volumetric_common_lib);
MEM_SAFE_FREE(e_data.volumetric_common_lamps_lib);
MEM_SAFE_FREE(e_data.volumetric_common_lights_lib);
DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lamps_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lights_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
}

View File

@ -29,7 +29,7 @@ struct LightData {
vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */
vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */
};
/* convenience aliases */

View File

@ -27,7 +27,7 @@ layout(std140) uniform common_block {
bool sssToggle;
/* Specular */
bool specToggle;
/* Lamps */
/* Lights */
int laNumLight;
/* Probes */
int prbNumPlanar;

View File

@ -19,7 +19,7 @@ layout(std140) uniform light_block {
#define SUN 1.0
#define SPOT 2.0
#define AREA_RECT 4.0
/* Used to define the area lamp shape, doesn't directly correspond to a Blender lamp type. */
/* Used to define the area light shape, doesn't directly correspond to a Blender light type. */
#define AREA_ELLIPSE 100.0
#if defined(SHADOW_VSM)

View File

@ -194,7 +194,7 @@ void CLOSURE_NAME(
vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
/* ---------------------------------------------------------------- */
/* -------------------- SCENE LAMPS LIGHTING ---------------------- */
/* -------------------- SCENE LIGHTS LIGHTING --------------------- */
/* ---------------------------------------------------------------- */
#ifdef CLOSURE_GLOSSY
@ -241,13 +241,13 @@ void CLOSURE_NAME(
}
#ifdef CLOSURE_GLOSSY
vec3 brdf_lut_lamps = texture(utilTex, vec3(lut_uv, 1.0)).rgb;
out_spec *= F_area(f0, brdf_lut_lamps.xy) * brdf_lut_lamps.z;
vec3 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).rgb;
out_spec *= F_area(f0, brdf_lut_lights.xy) * brdf_lut_lights.z;
#endif
#ifdef CLOSURE_CLEARCOAT
vec3 brdf_lut_lamps_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb;
out_spec_clear *= F_area(vec3(0.04), brdf_lut_lamps_clear.xy) * brdf_lut_lamps_clear.z;
vec3 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb;
out_spec_clear *= F_area(vec3(0.04), brdf_lut_lights_clear.xy) * brdf_lut_lights_clear.z;
out_spec += out_spec_clear * C_intensity;
#endif

View File

@ -26,7 +26,7 @@ void prep_specular(
/* Normalized Blinn shading */
vec4 blinn_specular(vec4 shininess, vec4 spec_angle, vec4 NL)
{
/* Pi is already divided in the lamp power.
/* Pi is already divided in the light power.
* normalization_factor = (shininess + 8.0) / (8.0 * M_PI) */
vec4 normalization_factor = shininess * 0.125 + 1.0;
vec4 spec_light = pow(spec_angle, shininess) * NL * normalization_factor;

View File

@ -69,7 +69,7 @@ struct GPUMaterial;
struct GPUShader;
struct GPUTexture;
struct GPUUniformBuffer;
struct LampEngineData;
struct LightEngineData;
struct Object;
struct ParticleSystem;
struct RenderEngineType;

View File

@ -78,16 +78,16 @@ static struct DRWShapeCache {
GPUBatch *drw_field_vortex;
GPUBatch *drw_field_tube_limit;
GPUBatch *drw_field_cone_limit;
GPUBatch *drw_lamp;
GPUBatch *drw_lamp_shadows;
GPUBatch *drw_lamp_sunrays;
GPUBatch *drw_lamp_area_square;
GPUBatch *drw_lamp_area_disk;
GPUBatch *drw_lamp_hemi;
GPUBatch *drw_lamp_spot;
GPUBatch *drw_lamp_spot_volume;
GPUBatch *drw_lamp_spot_square;
GPUBatch *drw_lamp_spot_square_volume;
GPUBatch *drw_light;
GPUBatch *drw_light_shadows;
GPUBatch *drw_light_sunrays;
GPUBatch *drw_light_area_square;
GPUBatch *drw_light_area_disk;
GPUBatch *drw_light_hemi;
GPUBatch *drw_light_spot;
GPUBatch *drw_light_spot_volume;
GPUBatch *drw_light_spot_square;
GPUBatch *drw_light_spot_square_volume;
GPUBatch *drw_speaker;
GPUBatch *drw_lightprobe_cube;
GPUBatch *drw_lightprobe_planar;
@ -1295,13 +1295,13 @@ GPUBatch *DRW_cache_field_cone_limit_get(void)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Lamps
/** \name Lights
* \{ */
GPUBatch *DRW_cache_lamp_get(void)
GPUBatch *DRW_cache_light_get(void)
{
#define NSEGMENTS 8
if (!SHC.drw_lamp) {
if (!SHC.drw_light) {
float v[2];
/* Position Only 3D format */
@ -1324,16 +1324,16 @@ GPUBatch *DRW_cache_lamp_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.pos, a + 1, v);
}
SHC.drw_lamp = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp;
return SHC.drw_light;
#undef NSEGMENTS
}
GPUBatch *DRW_cache_lamp_shadows_get(void)
GPUBatch *DRW_cache_light_shadows_get(void)
{
#define NSEGMENTS 10
if (!SHC.drw_lamp_shadows) {
if (!SHC.drw_light_shadows) {
float v[2];
/* Position Only 3D format */
@ -1356,15 +1356,15 @@ GPUBatch *DRW_cache_lamp_shadows_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.pos, a + 1, v);
}
SHC.drw_lamp_shadows = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_shadows = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_shadows;
return SHC.drw_light_shadows;
#undef NSEGMENTS
}
GPUBatch *DRW_cache_lamp_sunrays_get(void)
GPUBatch *DRW_cache_light_sunrays_get(void)
{
if (!SHC.drw_lamp_sunrays) {
if (!SHC.drw_light_sunrays) {
float v[2], v1[2], v2[2];
/* Position Only 2D format */
@ -1392,14 +1392,14 @@ GPUBatch *DRW_cache_lamp_sunrays_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.pos, a * 4 + 3, v2);
}
SHC.drw_lamp_sunrays = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_sunrays = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_sunrays;
return SHC.drw_light_sunrays;
}
GPUBatch *DRW_cache_lamp_area_square_get(void)
GPUBatch *DRW_cache_light_area_square_get(void)
{
if (!SHC.drw_lamp_area_square) {
if (!SHC.drw_light_area_square) {
float v1[3] = {0.0f, 0.0f, 0.0f};
/* Position Only 3D format */
@ -1426,15 +1426,15 @@ GPUBatch *DRW_cache_lamp_area_square_get(void)
v1[1] = 0.5f;
GPU_vertbuf_attr_set(vbo, attr_id.pos, 7, v1);
SHC.drw_lamp_area_square = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_area_square = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_area_square;
return SHC.drw_light_area_square;
}
GPUBatch *DRW_cache_lamp_area_disk_get(void)
GPUBatch *DRW_cache_light_area_disk_get(void)
{
#define NSEGMENTS 32
if (!SHC.drw_lamp_area_disk) {
if (!SHC.drw_light_area_disk) {
/* Position Only 3D format */
static GPUVertFormat format = { 0 };
static struct { uint pos; } attr_id;
@ -1456,16 +1456,16 @@ GPUBatch *DRW_cache_lamp_area_disk_get(void)
copy_v3_fl3(v, 0.0f, 0.5f, 0.0f);
GPU_vertbuf_attr_set(vbo, attr_id.pos, (2 * NSEGMENTS) - 1, v);
SHC.drw_lamp_area_disk = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_area_disk = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_area_disk;
return SHC.drw_light_area_disk;
#undef NSEGMENTS
}
GPUBatch *DRW_cache_lamp_hemi_get(void)
GPUBatch *DRW_cache_light_hemi_get(void)
{
#define CIRCLE_RESOL 32
if (!SHC.drw_lamp_hemi) {
if (!SHC.drw_light_hemi) {
float v[3];
int vidx = 0;
@ -1519,17 +1519,17 @@ GPUBatch *DRW_cache_lamp_hemi_get(void)
}
SHC.drw_lamp_hemi = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_hemi = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_hemi;
return SHC.drw_light_hemi;
#undef CIRCLE_RESOL
}
GPUBatch *DRW_cache_lamp_spot_get(void)
GPUBatch *DRW_cache_light_spot_get(void)
{
#define NSEGMENTS 32
if (!SHC.drw_lamp_spot) {
if (!SHC.drw_light_spot) {
/* a single ring of vertices */
float p[NSEGMENTS][2];
float n[NSEGMENTS][3];
@ -1588,16 +1588,16 @@ GPUBatch *DRW_cache_lamp_spot_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.n2, i * 4 + 3, neg[(i) % NSEGMENTS]);
}
SHC.drw_lamp_spot = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_spot = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_spot;
return SHC.drw_light_spot;
#undef NSEGMENTS
}
GPUBatch *DRW_cache_lamp_spot_volume_get(void)
GPUBatch *DRW_cache_light_spot_volume_get(void)
{
#define NSEGMENTS 32
if (!SHC.drw_lamp_spot_volume) {
if (!SHC.drw_light_spot_volume) {
/* a single ring of vertices */
float p[NSEGMENTS][2];
for (int i = 0; i < NSEGMENTS; ++i) {
@ -1633,15 +1633,15 @@ GPUBatch *DRW_cache_lamp_spot_volume_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
}
SHC.drw_lamp_spot_volume = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_spot_volume = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_spot_volume;
return SHC.drw_light_spot_volume;
#undef NSEGMENTS
}
GPUBatch *DRW_cache_lamp_spot_square_get(void)
GPUBatch *DRW_cache_light_spot_square_get(void)
{
if (!SHC.drw_lamp_spot_square) {
if (!SHC.drw_light_spot_square) {
float p[5][3] = {
{ 0.0f, 0.0f, 0.0f},
{ 1.0f, 1.0f, -1.0f},
@ -1670,14 +1670,14 @@ GPUBatch *DRW_cache_lamp_spot_square_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[((i + 1) % 4) + 1]);
}
SHC.drw_lamp_spot_square = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_spot_square = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_spot_square;
return SHC.drw_light_spot_square;
}
GPUBatch *DRW_cache_lamp_spot_square_volume_get(void)
GPUBatch *DRW_cache_light_spot_square_volume_get(void)
{
if (!SHC.drw_lamp_spot_square_volume) {
if (!SHC.drw_light_spot_square_volume) {
float p[5][3] = {
{ 0.0f, 0.0f, 0.0f},
{ 1.0f, 1.0f, -1.0f},
@ -1704,9 +1704,9 @@ GPUBatch *DRW_cache_lamp_spot_square_volume_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[(i % 4) + 1]);
}
SHC.drw_lamp_spot_square_volume = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
SHC.drw_light_spot_square_volume = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
return SHC.drw_lamp_spot_square_volume;
return SHC.drw_light_spot_square_volume;
}
/** \} */

View File

@ -80,17 +80,17 @@ struct GPUBatch *DRW_cache_field_cone_limit_get(void);
/* Grease Pencil */
struct GPUBatch *DRW_cache_gpencil_axes_get(void);
/* Lamps */
struct GPUBatch *DRW_cache_lamp_get(void);
struct GPUBatch *DRW_cache_lamp_shadows_get(void);
struct GPUBatch *DRW_cache_lamp_sunrays_get(void);
struct GPUBatch *DRW_cache_lamp_area_square_get(void);
struct GPUBatch *DRW_cache_lamp_area_disk_get(void);
struct GPUBatch *DRW_cache_lamp_hemi_get(void);
struct GPUBatch *DRW_cache_lamp_spot_get(void);
struct GPUBatch *DRW_cache_lamp_spot_volume_get(void);
struct GPUBatch *DRW_cache_lamp_spot_square_get(void);
struct GPUBatch *DRW_cache_lamp_spot_square_volume_get(void);
/* Lights */
struct GPUBatch *DRW_cache_light_get(void);
struct GPUBatch *DRW_cache_light_shadows_get(void);
struct GPUBatch *DRW_cache_light_sunrays_get(void);
struct GPUBatch *DRW_cache_light_area_square_get(void);
struct GPUBatch *DRW_cache_light_area_disk_get(void);
struct GPUBatch *DRW_cache_light_hemi_get(void);
struct GPUBatch *DRW_cache_light_spot_get(void);
struct GPUBatch *DRW_cache_light_spot_volume_get(void);
struct GPUBatch *DRW_cache_light_spot_square_get(void);
struct GPUBatch *DRW_cache_light_spot_square_volume_get(void);
/* Camera */
struct GPUBatch *DRW_cache_camera_get(void);

View File

@ -59,7 +59,7 @@ void DRW_globals_update(void)
UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
UI_GetThemeColor4fv(TH_LAMP, gb->colorLamp);
UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
@ -136,11 +136,11 @@ void DRW_globals_update(void)
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, gb->colorLampNoAlpha);
UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
gb->sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
gb->sizeLampCircle = U.pixelsize * 9.0f;
gb->sizeLampCircleShadow = gb->sizeLampCircle + U.pixelsize * 3.0f;
gb->sizeLightCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
gb->sizeLightCircle = U.pixelsize * 9.0f;
gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
/* M_SQRT2 to be at least the same size of the old square */
gb->sizeVertex = U.pixelsize * (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
@ -971,7 +971,7 @@ int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color
theme_id = (active) ? TH_ACTIVE : TH_SELECT;
}
else {
if (ob->type == OB_LAMP) theme_id = TH_LAMP;
if (ob->type == OB_LAMP) theme_id = TH_LIGHT;
else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
@ -1001,7 +1001,7 @@ int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color
case TH_SPEAKER: *r_color = G_draw.block.colorSpeaker; break;
case TH_CAMERA: *r_color = G_draw.block.colorCamera; break;
case TH_EMPTY: *r_color = G_draw.block.colorEmpty; break;
case TH_LAMP: *r_color = G_draw.block.colorLamp; break;
case TH_LIGHT: *r_color = G_draw.block.colorLight; break;
default: *r_color = G_draw.block.colorWire; break;
}
}
@ -1024,7 +1024,7 @@ float *DRW_color_background_blend_get(int theme_id)
case TH_SPEAKER: ret = colors[6]; break;
case TH_CAMERA: ret = colors[7]; break;
case TH_EMPTY: ret = colors[8]; break;
case TH_LAMP: ret = colors[9]; break;
case TH_LIGHT: ret = colors[9]; break;
default: ret = colors[10]; break;
}

View File

@ -50,7 +50,7 @@ typedef struct GlobalsUboStorage {
float colorLibrarySelect[4];
float colorLibrary[4];
float colorTransform[4];
float colorLamp[4];
float colorLight[4];
float colorSpeaker[4];
float colorCamera[4];
float colorEmpty[4];
@ -76,7 +76,7 @@ typedef struct GlobalsUboStorage {
float colorDeselect[4];
float colorOutline[4];
float colorLampNoAlpha[4];
float colorLightNoAlpha[4];
float colorBackground[4];
float colorEditMeshMiddle[4];
@ -110,7 +110,7 @@ typedef struct GlobalsUboStorage {
/* NOTE! Put all color before UBO_LAST_COLOR */
/* Pack individual float at the end of the buffer to avoid alignment errors */
float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow;
float sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
float gridDistance, gridResolution, gridSubdivisions, gridScale;

View File

@ -204,28 +204,28 @@ typedef struct OBJECT_ShadingGroupList {
/* MetaBalls */
DRWShadingGroup *mball_handle;
/* Lamps */
DRWShadingGroup *lamp_center;
DRWShadingGroup *lamp_groundpoint;
DRWShadingGroup *lamp_groundline;
DRWShadingGroup *lamp_circle;
DRWShadingGroup *lamp_circle_shadow;
DRWShadingGroup *lamp_sunrays;
DRWShadingGroup *lamp_distance;
DRWShadingGroup *lamp_buflimit;
DRWShadingGroup *lamp_buflimit_points;
DRWShadingGroup *lamp_area_sphere;
DRWShadingGroup *lamp_area_square;
DRWShadingGroup *lamp_area_disk;
DRWShadingGroup *lamp_hemi;
DRWShadingGroup *lamp_spot_cone;
DRWShadingGroup *lamp_spot_blend;
DRWShadingGroup *lamp_spot_pyramid;
DRWShadingGroup *lamp_spot_blend_rect;
DRWShadingGroup *lamp_spot_volume;
DRWShadingGroup *lamp_spot_volume_rect;
DRWShadingGroup *lamp_spot_volume_outside;
DRWShadingGroup *lamp_spot_volume_rect_outside;
/* Lights */
DRWShadingGroup *light_center;
DRWShadingGroup *light_groundpoint;
DRWShadingGroup *light_groundline;
DRWShadingGroup *light_circle;
DRWShadingGroup *light_circle_shadow;
DRWShadingGroup *light_sunrays;
DRWShadingGroup *light_distance;
DRWShadingGroup *light_buflimit;
DRWShadingGroup *light_buflimit_points;
DRWShadingGroup *light_area_sphere;
DRWShadingGroup *light_area_square;
DRWShadingGroup *light_area_disk;
DRWShadingGroup *light_hemi;
DRWShadingGroup *light_spot_cone;
DRWShadingGroup *light_spot_blend;
DRWShadingGroup *light_spot_pyramid;
DRWShadingGroup *light_spot_blend_rect;
DRWShadingGroup *light_spot_volume;
DRWShadingGroup *light_spot_volume_rect;
DRWShadingGroup *light_spot_volume_outside;
DRWShadingGroup *light_spot_volume_rect_outside;
/* Helpers */
DRWShadingGroup *relationship_lines;
@ -1156,7 +1156,7 @@ static void OBJECT_cache_init(void *vedata)
for (int i = 0; i < 2; ++i) {
OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
/* Non Meshes Pass (Camera, empties, lamps ...) */
/* Non Meshes Pass (Camera, empties, lights ...) */
struct GPUBatch *geom;
struct GPUShader *sh;
@ -1304,57 +1304,57 @@ static void OBJECT_cache_init(void *vedata)
/* Metaballs Handles */
sgl->mball_handle = shgroup_instance_mball_handles(sgl->non_meshes, draw_ctx->sh_cfg);
/* Lamps */
/* Lights */
/* TODO
* for now we create multiple times the same VBO with only lamp center coordinates
* for now we create multiple times the same VBO with only light center coordinates
* but ideally we would only create it once */
/* start with buflimit because we don't want stipples */
geom = DRW_cache_single_line_get();
sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->light_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter, draw_ctx->sh_cfg);
sgl->light_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLightNoAlpha, &gb->sizeLightCenter, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_get();
sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_shadows_get();
sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow, draw_ctx->sh_cfg);
geom = DRW_cache_light_get();
sgl->light_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
geom = DRW_cache_light_shadows_get();
sgl->light_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLightCircleShadow, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_sunrays_get();
sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->sh_cfg);
geom = DRW_cache_light_sunrays_get();
sgl->light_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->sh_cfg);
sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->sh_cfg);
sgl->light_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
sgl->light_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
geom = DRW_cache_screenspace_circle_get();
sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->light_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_area_square_get();
sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_area_square_get();
sgl->light_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_area_disk_get();
sgl->lamp_area_disk = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_area_disk_get();
sgl->light_area_disk = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_hemi_get();
sgl->lamp_hemi = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_hemi_get();
sgl->light_hemi = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_single_line_get();
sgl->lamp_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->light_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_single_line_endpoints_get();
sgl->lamp_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->light_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_spot_get();
sgl->lamp_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_spot_get();
sgl->light_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_circle_get();
sgl->lamp_spot_blend = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->light_spot_blend = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_spot_square_get();
sgl->lamp_spot_pyramid = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_spot_square_get();
sgl->light_spot_pyramid = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_square_get();
sgl->lamp_spot_blend_rect = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->light_spot_blend_rect = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* -------- STIPPLES ------- */
@ -1380,21 +1380,21 @@ static void OBJECT_cache_init(void *vedata)
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_CULL_FRONT;
sgl->spot_shapes = psl->spot_shapes[i] = DRW_pass_create("Spot Shape Pass", state);
geom = DRW_cache_lamp_spot_volume_get();
sgl->lamp_spot_volume = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_spot_volume_get();
sgl->light_spot_volume = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_spot_square_volume_get();
sgl->lamp_spot_volume_rect = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_spot_square_volume_get();
sgl->light_spot_volume_rect = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_lamp_spot_volume_get();
sgl->lamp_spot_volume_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->sh_cfg);
DRW_shgroup_state_disable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_FRONT);
DRW_shgroup_state_enable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_BACK);
geom = DRW_cache_light_spot_volume_get();
sgl->light_spot_volume_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->sh_cfg);
DRW_shgroup_state_disable(sgl->light_spot_volume_outside, DRW_STATE_CULL_FRONT);
DRW_shgroup_state_enable(sgl->light_spot_volume_outside, DRW_STATE_CULL_BACK);
geom = DRW_cache_lamp_spot_square_volume_get();
sgl->lamp_spot_volume_rect_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->sh_cfg);
DRW_shgroup_state_disable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_FRONT);
DRW_shgroup_state_enable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_BACK);
geom = DRW_cache_light_spot_square_volume_get();
sgl->light_spot_volume_rect_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->sh_cfg);
DRW_shgroup_state_disable(sgl->light_spot_volume_rect_outside, DRW_STATE_CULL_FRONT);
DRW_shgroup_state_enable(sgl->light_spot_volume_rect_outside, DRW_STATE_CULL_BACK);
}
{
@ -1499,52 +1499,52 @@ static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl, Object *ob,
}
}
static void DRW_shgroup_lamp(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
static void DRW_shgroup_light(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
Light *la = ob->data;
float *color;
int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
static float zero = 0.0f;
typedef struct LampEngineData {
typedef struct LightEngineData {
DrawData dd;
float shape_mat[4][4];
float spot_blend_mat[4][4];
} LampEngineData;
} LightEngineData;
LampEngineData *lamp_engine_data =
(LampEngineData *)DRW_drawdata_ensure(
LightEngineData *light_engine_data =
(LightEngineData *)DRW_drawdata_ensure(
&ob->id,
&draw_engine_object_type,
sizeof(LampEngineData),
sizeof(LightEngineData),
NULL,
NULL);
float (*shapemat)[4] = lamp_engine_data->shape_mat;
float (*spotblendmat)[4] = lamp_engine_data->spot_blend_mat;
float (*shapemat)[4] = light_engine_data->shape_mat;
float (*spotblendmat)[4] = light_engine_data->spot_blend_mat;
if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
/* Don't draw the center if it's selected or active */
if (theme_id == TH_LAMP) {
DRW_shgroup_call_dynamic_add(sgl->lamp_center, ob->obmat[3]);
if (theme_id == TH_LIGHT) {
DRW_shgroup_call_dynamic_add(sgl->light_center, ob->obmat[3]);
}
}
/* First circle */
DRW_shgroup_call_dynamic_add(sgl->lamp_circle, ob->obmat[3], color);
DRW_shgroup_call_dynamic_add(sgl->light_circle, ob->obmat[3], color);
/* draw dashed outer circle for shadow */
DRW_shgroup_call_dynamic_add(sgl->lamp_circle_shadow, ob->obmat[3], color);
DRW_shgroup_call_dynamic_add(sgl->light_circle_shadow, ob->obmat[3], color);
/* Distance */
if (ELEM(la->type, LA_SUN, LA_AREA)) {
DRW_shgroup_call_dynamic_add(sgl->lamp_distance, color, &zero, &la->dist, ob->obmat);
DRW_shgroup_call_dynamic_add(sgl->light_distance, color, &zero, &la->dist, ob->obmat);
}
copy_m4_m4(shapemat, ob->obmat);
if (la->type == LA_SUN) {
DRW_shgroup_call_dynamic_add(sgl->lamp_sunrays, ob->obmat[3], color);
DRW_shgroup_call_dynamic_add(sgl->light_sunrays, ob->obmat[3], color);
}
else if (la->type == LA_SPOT) {
float size[3], sizemat[4][4];
@ -1565,39 +1565,39 @@ static void DRW_shgroup_lamp(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer
mul_m4_m4m4(spotblendmat, shapemat, sizemat);
if (la->mode & LA_SQUARE) {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_pyramid, color, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_spot_pyramid, color, &one, shapemat);
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != 1.0f) {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_blend_rect, color, &one, spotblendmat);
DRW_shgroup_call_dynamic_add(sgl->light_spot_blend_rect, color, &one, spotblendmat);
}
if (la->mode & LA_SHOW_CONE) {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect, cone_inside, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect_outside, cone_outside, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_spot_volume_rect, cone_inside, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_spot_volume_rect_outside, cone_outside, &one, shapemat);
}
}
else {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_cone, color, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_spot_cone, color, shapemat);
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != 1.0f) {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_blend, color, &one, spotblendmat);
DRW_shgroup_call_dynamic_add(sgl->light_spot_blend, color, &one, spotblendmat);
}
if (la->mode & LA_SHOW_CONE) {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume, cone_inside, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_outside, cone_outside, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_spot_volume, cone_inside, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_spot_volume_outside, cone_outside, &one, shapemat);
}
}
DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
DRW_shgroup_call_dynamic_add(sgl->light_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
DRW_shgroup_call_dynamic_add(sgl->light_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
}
else if (la->type == LA_AREA) {
float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
@ -1609,10 +1609,10 @@ static void DRW_shgroup_lamp(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer
}
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
DRW_shgroup_call_dynamic_add(sgl->lamp_area_disk, color, &la->area_size, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_area_disk, color, &la->area_size, shapemat);
}
else {
DRW_shgroup_call_dynamic_add(sgl->lamp_area_square, color, &la->area_size, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_area_square, color, &la->area_size, shapemat);
}
}
@ -1622,12 +1622,12 @@ static void DRW_shgroup_lamp(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer
shapemat[0][1] = shapemat[0][2] = 0.0f;
shapemat[1][0] = shapemat[1][2] = 0.0f;
shapemat[2][0] = shapemat[2][1] = 0.0f;
DRW_shgroup_call_dynamic_add(sgl->lamp_area_sphere, color, &la->area_size, shapemat);
DRW_shgroup_call_dynamic_add(sgl->light_area_sphere, color, &la->area_size, shapemat);
}
/* Line and point going to the ground */
DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->light_groundline, ob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->light_groundpoint, ob->obmat[3]);
}
static GPUBatch *batch_camera_path_get(
@ -2539,16 +2539,16 @@ static void DRW_shgroup_lightprobe(
normalize_m4_m4(clipmat, ob->obmat);
mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]);
DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
DRW_shgroup_call_dynamic_add(sgl->light_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
DRW_shgroup_call_dynamic_add(sgl->light_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
}
}
}
/* Line and point going to the ground */
if (prb->type == LIGHTPROBE_TYPE_CUBE) {
DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->light_groundline, ob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->light_groundpoint, ob->obmat[3]);
}
}
@ -3045,7 +3045,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
if (hide_object_extra) {
break;
}
DRW_shgroup_lamp(sgl, ob, view_layer);
DRW_shgroup_light(sgl, ob, view_layer);
break;
case OB_CAMERA:
if (hide_object_extra) {

View File

@ -10,7 +10,7 @@ layout(std140) uniform globalsBlock {
vec4 colorLibrarySelect;
vec4 colorLibrary;
vec4 colorTransform;
vec4 colorLamp;
vec4 colorLight;
vec4 colorSpeaker;
vec4 colorCamera;
vec4 colorEmpty;
@ -35,7 +35,7 @@ layout(std140) uniform globalsBlock {
vec4 colorFaceDot;
vec4 colorDeselect;
vec4 colorOutline;
vec4 colorLampNoAlpha;
vec4 colorLightNoAlpha;
vec4 colorBackground;
vec4 colorEditMeshMiddle;
@ -66,9 +66,9 @@ layout(std140) uniform globalsBlock {
vec4 colorGridAxisY;
vec4 colorGridAxisZ;
float sizeLampCenter;
float sizeLampCircle;
float sizeLampCircleShadow;
float sizeLightCenter;
float sizeLightCircle;
float sizeLightCircleShadow;
float sizeVertex;
float sizeEdge;
float sizeEdgeFix;

View File

@ -1504,7 +1504,7 @@ static void *acf_dslight_setting_ptr(bAnimListElem *ale, eAnimChannel_Settings s
}
}
/* lamp expander type define */
/* light expander type define */
static bAnimChannelType ACF_DSLIGHT =
{
"Light Expander", /* type name */

View File

@ -2449,7 +2449,7 @@ static size_t animdata_filter_ds_obdata(bAnimContext *ac, ListBase *anim_data, b
/* sub-data filtering... */
switch (ob->type) {
case OB_LAMP: /* lamp - textures + nodetree */
case OB_LAMP: /* light - textures + nodetree */
{
Light *la = ob->data;
bNodeTree *ntree = la->nodetree;

View File

@ -156,7 +156,7 @@ typedef enum ThemeColorID {
TH_KEYBORDER,
TH_KEYBORDER_SELECT,
TH_LAMP,
TH_LIGHT,
TH_SPEAKER,
TH_CAMERA,
TH_EMPTY,

View File

@ -282,7 +282,7 @@ const uchar *UI_ThemeGetColorPtr(bTheme *btheme, int spacetype, int colorid)
cp = ts->syntaxr; break;
case TH_WIRE_EDIT:
cp = ts->wire_edit; break;
case TH_LAMP:
case TH_LIGHT:
cp = ts->lamp; break;
case TH_SPEAKER:
cp = ts->speaker; break;

View File

@ -866,7 +866,7 @@ static bool select_grouped_siblings(bContext *C, Object *ob)
CTX_DATA_END;
return changed;
}
static bool select_grouped_lamptype(bContext *C, Object *ob)
static bool select_grouped_lighttype(bContext *C, Object *ob)
{
Light *la = ob->data;
@ -1038,7 +1038,7 @@ static int object_select_grouped_exec(bContext *C, wmOperator *op)
BKE_report(op->reports, RPT_ERROR, "Active object must be a light");
break;
}
changed |= select_grouped_lamptype(C, ob);
changed |= select_grouped_lighttype(C, ob);
break;
default:
break;

View File

@ -1287,14 +1287,14 @@ void OBJECT_OT_origin_set(wmOperatorType *ot)
/* -------------------------------------------------------------------- */
/** \name Transform Axis Target
*
* Note this is an experemental operator to point lamps/cameras at objects.
* Note this is an experemental operator to point lights/cameras at objects.
* We may re-work how this behaves based on user feedback.
* - campbell.
* \{ */
/* When using multiple objects, apply their relative rotational offset to the active object. */
#define USE_RELATIVE_ROTATION
/* Disable overlays, ignoring user setting (lamp wire gets in the way). */
/* Disable overlays, ignoring user setting (light wire gets in the way). */
#define USE_RENDER_OVERRIDE
/* Calculate a depth if the cursor isn't already over a depth (not essential but feels buggy without). */
#define USE_FAKE_DEPTH_INIT
@ -1366,7 +1366,7 @@ static bool object_is_target_compat(const Object *ob)
return true;
}
}
/* We might want to enable this later, for now just lamps */
/* We might want to enable this later, for now just lights. */
#if 0
else if (ob->type == OB_CAMERA) {
return true;

View File

@ -492,7 +492,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
set_preview_collection(sce, view_layer, MA_LAMP);
if (sce->world) {
/* Only use lighting from the lamp. */
/* Only use lighting from the light. */
sce->world->use_nodes = false;
sce->world->horr = 0.0f;
sce->world->horg = 0.0f;

View File

@ -147,7 +147,7 @@ int ED_wpaint_mirror_vgroup_ensure(Object *ob, const int vgroup_active)
}
/* curdef should never be NULL unless this is
* a lamp and BKE_object_defgroup_add_name fails */
* a light and BKE_object_defgroup_add_name fails */
return mirrdef;
}

View File

@ -476,8 +476,8 @@ static int outliner_id_remap_exec(bContext *C, wmOperator *op)
/* recreate dependency graph to include new objects */
DEG_relations_tag_update(bmain);
/* free gpu materials, some materials depend on existing objects,
* such as lamps so freeing correctly refreshes */
/* Free gpu materials, some materials depend on existing objects,
* such as lights so freeing correctly refreshes. */
GPU_materials_free(bmain);
WM_event_add_notifier(C, NC_WINDOW, NULL);

View File

@ -430,7 +430,7 @@ static eOLDrawState tree_element_active_material(
return OL_DRAWSEL_NONE;
}
static eOLDrawState tree_element_active_lamp(
static eOLDrawState tree_element_active_light(
bContext *UNUSED(C), Scene *UNUSED(scene), ViewLayer *view_layer, SpaceOutliner *soops,
TreeElement *te, const eOLSetState set)
{
@ -928,7 +928,7 @@ eOLDrawState tree_element_active(bContext *C, Scene *scene, ViewLayer *view_laye
case ID_WO:
return tree_element_active_world(C, scene, view_layer, soops, te, set);
case ID_LA:
return tree_element_active_lamp(C, scene, view_layer, soops, te, set);
return tree_element_active_light(C, scene, view_layer, soops, te, set);
case ID_TXT:
return tree_element_active_text(C, scene, view_layer, soops, te, set);
case ID_CA:

View File

@ -171,7 +171,7 @@ static void outliner_main_region_listener(
ED_region_tag_redraw(ar);
break;
case NC_LAMP:
/* For updating lamp icons, when changing lamp type */
/* For updating light icons, when changing light type */
if (wmn->data == ND_LIGHTING_DRAW)
ED_region_tag_redraw(ar);
break;

View File

@ -686,9 +686,9 @@ static void view3d_widgets(void)
wmGizmoMapType *gzmap_type = WM_gizmomaptype_ensure(
&(const struct wmGizmoMapType_Params){SPACE_VIEW3D, RGN_TYPE_WINDOW});
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_lamp_spot);
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_lamp_area);
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_lamp_target);
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_light_spot);
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_light_area);
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_light_target);
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_force_field);
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_camera);
WM_gizmogrouptype_append_and_link(gzmap_type, VIEW3D_GGT_camera_view);

View File

@ -145,7 +145,7 @@ void ED_view3d_update_viewmat(
rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
}
/* calculate pixelsize factor once, is used for lamps and obcenters */
/* calculate pixelsize factor once, is used for lights and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
* because of float point precision problems at large values [#23908] */

View File

@ -48,7 +48,7 @@
/** \name Spot Light Gizmos
* \{ */
static bool WIDGETGROUP_lamp_spot_poll(const bContext *C, wmGizmoGroupType *UNUSED(gzgt))
static bool WIDGETGROUP_light_spot_poll(const bContext *C, wmGizmoGroupType *UNUSED(gzgt))
{
View3D *v3d = CTX_wm_view3d(C);
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) ||
@ -69,7 +69,7 @@ static bool WIDGETGROUP_lamp_spot_poll(const bContext *C, wmGizmoGroupType *UNUS
return false;
}
static void WIDGETGROUP_lamp_spot_setup(const bContext *UNUSED(C), wmGizmoGroup *gzgroup)
static void WIDGETGROUP_light_spot_setup(const bContext *UNUSED(C), wmGizmoGroup *gzgroup)
{
wmGizmoWrapper *wwrapper = MEM_mallocN(sizeof(wmGizmoWrapper), __func__);
@ -84,7 +84,7 @@ static void WIDGETGROUP_lamp_spot_setup(const bContext *UNUSED(C), wmGizmoGroup
UI_GetThemeColor3fv(TH_GIZMO_SECONDARY, gz->color);
}
static void WIDGETGROUP_lamp_spot_refresh(const bContext *C, wmGizmoGroup *gzgroup)
static void WIDGETGROUP_light_spot_refresh(const bContext *C, wmGizmoGroup *gzgroup)
{
wmGizmoWrapper *wwrapper = gzgroup->customdata;
wmGizmo *gz = wwrapper->gizmo;
@ -105,18 +105,18 @@ static void WIDGETGROUP_lamp_spot_refresh(const bContext *C, wmGizmoGroup *gzgro
WM_gizmo_target_property_def_rna(gz, "offset", &lamp_ptr, propname, -1);
}
void VIEW3D_GGT_lamp_spot(wmGizmoGroupType *gzgt)
void VIEW3D_GGT_light_spot(wmGizmoGroupType *gzgt)
{
gzgt->name = "Spot Light Widgets";
gzgt->idname = "VIEW3D_GGT_lamp_spot";
gzgt->idname = "VIEW3D_GGT_light_spot";
gzgt->flag |= (WM_GIZMOGROUPTYPE_PERSISTENT |
WM_GIZMOGROUPTYPE_3D |
WM_GIZMOGROUPTYPE_DEPTH_3D);
gzgt->poll = WIDGETGROUP_lamp_spot_poll;
gzgt->setup = WIDGETGROUP_lamp_spot_setup;
gzgt->refresh = WIDGETGROUP_lamp_spot_refresh;
gzgt->poll = WIDGETGROUP_light_spot_poll;
gzgt->setup = WIDGETGROUP_light_spot_setup;
gzgt->refresh = WIDGETGROUP_light_spot_refresh;
}
/** \} */
@ -126,7 +126,7 @@ void VIEW3D_GGT_lamp_spot(wmGizmoGroupType *gzgt)
* \{ */
/* scale callbacks */
static void gizmo_area_lamp_prop_matrix_get(
static void gizmo_area_light_prop_matrix_get(
const wmGizmo *UNUSED(gz), wmGizmoProperty *gz_prop,
void *value_p)
{
@ -138,7 +138,7 @@ static void gizmo_area_lamp_prop_matrix_get(
matrix[1][1] = ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE) ? la->area_sizey : la->area_size;
}
static void gizmo_area_lamp_prop_matrix_set(
static void gizmo_area_light_prop_matrix_set(
const wmGizmo *UNUSED(gz), wmGizmoProperty *gz_prop,
const void *value_p)
{
@ -158,7 +158,7 @@ static void gizmo_area_lamp_prop_matrix_set(
WM_main_add_notifier(NC_LAMP | ND_LIGHTING_DRAW, la);
}
static bool WIDGETGROUP_lamp_area_poll(const bContext *C, wmGizmoGroupType *UNUSED(gzgt))
static bool WIDGETGROUP_light_area_poll(const bContext *C, wmGizmoGroupType *UNUSED(gzgt))
{
View3D *v3d = CTX_wm_view3d(C);
if (v3d->flag2 & V3D_RENDER_OVERRIDE) {
@ -177,7 +177,7 @@ static bool WIDGETGROUP_lamp_area_poll(const bContext *C, wmGizmoGroupType *UNUS
return false;
}
static void WIDGETGROUP_lamp_area_setup(const bContext *UNUSED(C), wmGizmoGroup *gzgroup)
static void WIDGETGROUP_light_area_setup(const bContext *UNUSED(C), wmGizmoGroup *gzgroup)
{
wmGizmoWrapper *wwrapper = MEM_mallocN(sizeof(wmGizmoWrapper), __func__);
wwrapper->gizmo = WM_gizmo_new("GIZMO_GT_cage_2d", gzgroup, NULL);
@ -193,7 +193,7 @@ static void WIDGETGROUP_lamp_area_setup(const bContext *UNUSED(C), wmGizmoGroup
UI_GetThemeColor3fv(TH_GIZMO_HI, gz->color_hi);
}
static void WIDGETGROUP_lamp_area_refresh(const bContext *C, wmGizmoGroup *gzgroup)
static void WIDGETGROUP_light_area_refresh(const bContext *C, wmGizmoGroup *gzgroup)
{
wmGizmoWrapper *wwrapper = gzgroup->customdata;
ViewLayer *view_layer = CTX_data_view_layer(C);
@ -213,25 +213,25 @@ static void WIDGETGROUP_lamp_area_refresh(const bContext *C, wmGizmoGroup *gzgro
WM_gizmo_target_property_def_func(
gz, "matrix",
&(const struct wmGizmoPropertyFnParams) {
.value_get_fn = gizmo_area_lamp_prop_matrix_get,
.value_set_fn = gizmo_area_lamp_prop_matrix_set,
.value_get_fn = gizmo_area_light_prop_matrix_get,
.value_set_fn = gizmo_area_light_prop_matrix_set,
.range_get_fn = NULL,
.user_data = la,
});
}
void VIEW3D_GGT_lamp_area(wmGizmoGroupType *gzgt)
void VIEW3D_GGT_light_area(wmGizmoGroupType *gzgt)
{
gzgt->name = "Area Light Widgets";
gzgt->idname = "VIEW3D_GGT_lamp_area";
gzgt->idname = "VIEW3D_GGT_light_area";
gzgt->flag |= (WM_GIZMOGROUPTYPE_PERSISTENT |
WM_GIZMOGROUPTYPE_3D |
WM_GIZMOGROUPTYPE_DEPTH_3D);
gzgt->poll = WIDGETGROUP_lamp_area_poll;
gzgt->setup = WIDGETGROUP_lamp_area_setup;
gzgt->refresh = WIDGETGROUP_lamp_area_refresh;
gzgt->poll = WIDGETGROUP_light_area_poll;
gzgt->setup = WIDGETGROUP_light_area_setup;
gzgt->refresh = WIDGETGROUP_light_area_refresh;
}
/** \} */
@ -241,7 +241,7 @@ void VIEW3D_GGT_lamp_area(wmGizmoGroupType *gzgt)
/** \name Light Target Gizmo
* \{ */
static bool WIDGETGROUP_lamp_target_poll(const bContext *C, wmGizmoGroupType *UNUSED(gzgt))
static bool WIDGETGROUP_light_target_poll(const bContext *C, wmGizmoGroupType *UNUSED(gzgt))
{
View3D *v3d = CTX_wm_view3d(C);
if (v3d->flag2 & V3D_RENDER_OVERRIDE) {
@ -265,7 +265,7 @@ static bool WIDGETGROUP_lamp_target_poll(const bContext *C, wmGizmoGroupType *UN
return false;
}
static void WIDGETGROUP_lamp_target_setup(const bContext *UNUSED(C), wmGizmoGroup *gzgroup)
static void WIDGETGROUP_light_target_setup(const bContext *UNUSED(C), wmGizmoGroup *gzgroup)
{
wmGizmoWrapper *wwrapper = MEM_mallocN(sizeof(wmGizmoWrapper), __func__);
wwrapper->gizmo = WM_gizmo_new("GIZMO_GT_move_3d", gzgroup, NULL);
@ -286,7 +286,7 @@ static void WIDGETGROUP_lamp_target_setup(const bContext *UNUSED(C), wmGizmoGrou
WM_gizmo_operator_set(gz, 0, ot, NULL);
}
static void WIDGETGROUP_lamp_target_draw_prepare(const bContext *C, wmGizmoGroup *gzgroup)
static void WIDGETGROUP_light_target_draw_prepare(const bContext *C, wmGizmoGroup *gzgroup)
{
wmGizmoWrapper *wwrapper = gzgroup->customdata;
ViewLayer *view_layer = CTX_data_view_layer(C);
@ -299,7 +299,7 @@ static void WIDGETGROUP_lamp_target_draw_prepare(const bContext *C, wmGizmoGroup
if (ob->type == OB_LAMP) {
Light *la = ob->data;
if (la->type == LA_SPOT) {
/* Draw just past the lamp size angle gizmo. */
/* Draw just past the light size angle gizmo. */
madd_v3_v3fl(gz->matrix_basis[3], gz->matrix_basis[2], -la->spotsize);
}
}
@ -307,17 +307,17 @@ static void WIDGETGROUP_lamp_target_draw_prepare(const bContext *C, wmGizmoGroup
WM_gizmo_set_flag(gz, WM_GIZMO_DRAW_OFFSET_SCALE, true);
}
void VIEW3D_GGT_lamp_target(wmGizmoGroupType *gzgt)
void VIEW3D_GGT_light_target(wmGizmoGroupType *gzgt)
{
gzgt->name = "Target Light Widgets";
gzgt->idname = "VIEW3D_GGT_lamp_target";
gzgt->idname = "VIEW3D_GGT_light_target";
gzgt->flag |= (WM_GIZMOGROUPTYPE_PERSISTENT |
WM_GIZMOGROUPTYPE_3D);
gzgt->poll = WIDGETGROUP_lamp_target_poll;
gzgt->setup = WIDGETGROUP_lamp_target_setup;
gzgt->draw_prepare = WIDGETGROUP_lamp_target_draw_prepare;
gzgt->poll = WIDGETGROUP_light_target_poll;
gzgt->setup = WIDGETGROUP_light_target_setup;
gzgt->draw_prepare = WIDGETGROUP_light_target_draw_prepare;
}
/** \} */

View File

@ -245,9 +245,9 @@ struct ARegion *view3d_has_tools_region(struct ScrArea *sa);
extern const char *view3d_context_dir[]; /* doc access */
/* view3d_widgets.c */
void VIEW3D_GGT_lamp_spot(struct wmGizmoGroupType *gzgt);
void VIEW3D_GGT_lamp_area(struct wmGizmoGroupType *gzgt);
void VIEW3D_GGT_lamp_target(struct wmGizmoGroupType *gzgt);
void VIEW3D_GGT_light_spot(struct wmGizmoGroupType *gzgt);
void VIEW3D_GGT_light_area(struct wmGizmoGroupType *gzgt);
void VIEW3D_GGT_light_target(struct wmGizmoGroupType *gzgt);
void VIEW3D_GGT_camera(struct wmGizmoGroupType *gzgt);
void VIEW3D_GGT_camera_view(struct wmGizmoGroupType *gzgt);
void VIEW3D_GGT_force_field(struct wmGizmoGroupType *gzgt);

View File

@ -1337,7 +1337,7 @@ void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], c
* \param ofs: The view offset to be set, normally from RegionView3D.ofs.
* \param quat: The view rotation to be set, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs to be set, normally from RegionView3D.dist.
* \param lens: The view lens angle set for cameras and lamps, normally from View3D.lens.
* \param lens: The view lens angle set for cameras and lights, normally from View3D.lens.
*/
void ED_view3d_from_object(const Object *ob, float ofs[3], float quat[4], float *dist, float *lens)
{

View File

@ -314,7 +314,7 @@ typedef enum eGPUBuiltinShader {
/* lines */
GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
/* lamp drawing */
/* light drawing */
GPU_SHADER_3D_GROUNDPOINT,
GPU_SHADER_3D_GROUNDLINE,
GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,

View File

@ -59,7 +59,7 @@ typedef struct GPUColorBandBuilder {
} GPUColorBandBuilder;
struct GPUMaterial {
Scene *scene; /* DEPRECATED was only useful for lamps */
Scene *scene; /* DEPRECATED was only useful for lights. */
Material *ma;
eGPUMaterialStatus status;

View File

@ -549,7 +549,7 @@ int imb_save_openexr(struct ImBuf *ibuf, const char *name, int flags)
* - parse name from right to left
* - last character is channel ID, 1 char like 'A' 'R' 'G' 'B' 'X' 'Y' 'Z' 'W' 'U' 'V'
* - separated with a dot; the Pass name (like "Depth", "Color", "Diffuse" or "Combined")
* - separated with a dot: the Layer name (like "Lamp1" or "Walls" or "Characters")
* - separated with a dot: the Layer name (like "Light1" or "Walls" or "Characters")
*/
static ListBase exrhandles = {NULL, NULL};

View File

@ -90,7 +90,7 @@ typedef struct Light {
struct bNodeTree *nodetree;
} Light;
/* **************** LAMP ********************* */
/* **************** LIGHT ********************* */
/* flag */
#define LA_DS_EXPAND (1 << 0)
@ -121,8 +121,8 @@ typedef struct Light {
/* #define LA_NO_DIFF (1 << 11) */ /* not used anywhere */
/* #define LA_NO_SPEC (1 << 12) */ /* not used anywhere */
/* #define LA_SHAD_RAY (1 << 13) */ /* not used anywhere - cleaned */
/* yafray: lamp shadowbuffer flag, softlight */
/* Since it is used with LOCAL lamp, can't use LA_SHAD */
/* yafray: light shadowbuffer flag, softlight */
/* Since it is used with LOCAL light, can't use LA_SHAD */
/* #define LA_YF_SOFT (1 << 14) */ /* not used anymore */
/* #define LA_LAYER_SHADOW (1 << 15) */ /* not used anymore */
/* #define LA_SHAD_TEX (1 << 16) */ /* not used anymore */

View File

@ -150,7 +150,7 @@ typedef struct Material {
/* Ror buttons and render. */
char pr_type, use_nodes;
short pr_lamp, pr_texture;
short pr_light, pr_texture;
/* Index for render passes. */
short index;
@ -195,7 +195,7 @@ typedef struct Material {
/* **************** MATERIAL ********************* */
/* maximum number of materials per material array.
* (on object, mesh, lamp, etc.). limited by
* (on object, mesh, light, etc.). limited by
* short mat_nr in verts, faces.
* -1 because for active material we store the index + 1 */
#define MAXMAT (32767-1)

View File

@ -78,7 +78,7 @@ typedef struct MTex {
float lifefac, sizefac, ivelfac, fieldfac;
float twistfac;
/* lamp */
/* light */
float shadowfac;
/* world */
@ -405,7 +405,7 @@ typedef struct ColorMapping {
#define TEX_RGB 1
#define TEX_NOR 2
/* pr_texture in material, world, lamp, */
/* pr_texture in material, world, light. */
#define TEX_PR_TEXTURE 0
#define TEX_PR_OTHER 1
#define TEX_PR_BOTH 2

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@ -112,7 +112,7 @@ void register_node_type_sh_uvalongstroke(void);
void register_node_type_sh_eevee_metallic(void);
void register_node_type_sh_eevee_specular(void);
void register_node_type_sh_output_lamp(void);
void register_node_type_sh_output_light(void);
void register_node_type_sh_output_material(void);
void register_node_type_sh_output_eevee_material(void);
void register_node_type_sh_output_world(void);

View File

@ -21,18 +21,18 @@
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_output_lamp_in[] = {
static bNodeSocketTemplate sh_node_output_light_in[] = {
{ SOCK_SHADER, 1, N_("Surface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" },
};
/* node type definition */
void register_node_type_sh_output_lamp(void)
void register_node_type_sh_output_light(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_OUTPUT_LIGHT, "Light Output", NODE_CLASS_OUTPUT, 0);
node_type_socket_templates(&ntype, sh_node_output_lamp_in, NULL);
node_type_socket_templates(&ntype, sh_node_output_light_in, NULL);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);