add ability to use world gradient rendering when 'Only Render' option is enabled.
supports paper/blend/real.
This commit is contained in:
@@ -2987,21 +2987,117 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
|
||||
GPU_default_lights();
|
||||
}
|
||||
|
||||
/* clear background */
|
||||
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) {
|
||||
IMB_colormanagement_pixel_to_display_space_v3(backcol, &scene->world->horr, &scene->view_settings,
|
||||
&scene->display_settings);
|
||||
|
||||
glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
|
||||
}
|
||||
else
|
||||
UI_ThemeClearColor(TH_BACK);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
/* setup view matrices */
|
||||
view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
|
||||
|
||||
/* clear background */
|
||||
if (scene->world && (v3d->flag2 & V3D_RENDER_OVERRIDE)) { /* clear with solid color */
|
||||
if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */
|
||||
int x, y;
|
||||
float col_hor[3];
|
||||
float col_zen[3];
|
||||
|
||||
#define XTOT 16
|
||||
#define YTOT 16
|
||||
|
||||
GLubyte grid_col[XTOT][YTOT][3];
|
||||
float grid_pos[XTOT][YTOT][2];
|
||||
|
||||
IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
|
||||
&scene->display_settings);
|
||||
IMB_colormanagement_pixel_to_display_space_v3(col_zen, &scene->world->zenr, &scene->view_settings,
|
||||
&scene->display_settings);
|
||||
|
||||
glClearColor(col_hor[0], col_hor[1], col_hor[2], 0.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
for (x = 0; x < XTOT; x++) {
|
||||
for (y = 0; y < YTOT; y++) {
|
||||
const float xf = (float)x / (float)(XTOT - 1);
|
||||
const float yf = (float)y / (float)(YTOT - 1);
|
||||
const float mval[2] = {xf * (float)ar->winx, yf * ar->winy};
|
||||
float out[3];
|
||||
const float up[3] = {0.0f, 0.0f, 1.0f};
|
||||
GLubyte *col_ub = grid_col[x][y];
|
||||
|
||||
float col_fac;
|
||||
float col_fl[3];
|
||||
|
||||
/* -1..1 range */
|
||||
grid_pos[x][y][0] = (xf - 0.5f) * 2.0f;
|
||||
grid_pos[x][y][1] = (yf - 0.5f) * 2.0f;
|
||||
|
||||
ED_view3d_win_to_vector(ar, mval, out);
|
||||
|
||||
if (scene->world->skytype & WO_SKYPAPER) {
|
||||
if (scene->world->skytype & WO_SKYREAL) {
|
||||
col_fac = fabsf(((float)y / (float)YTOT) - 0.5f) * 2.0f;
|
||||
}
|
||||
else {
|
||||
col_fac = (float)y / (float)YTOT;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (scene->world->skytype & WO_SKYREAL) {
|
||||
col_fac = fabsf((angle_v3v3(up, out) / (float)M_PI) - 0.5f) * 2.0f;
|
||||
}
|
||||
else {
|
||||
col_fac = 1.0f - (angle_v3v3(up, out) / (float)M_PI);
|
||||
}
|
||||
}
|
||||
|
||||
interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac);
|
||||
|
||||
rgb_float_to_uchar(col_ub, col_fl);
|
||||
}
|
||||
}
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
for (x = 0; x < XTOT - 1; x++) {
|
||||
for (y = 0; y < YTOT - 1; y++) {
|
||||
glColor3ubv(grid_col[x][y]);
|
||||
glVertex2fv(grid_pos[x][y]);
|
||||
glColor3ubv(grid_col[x][y + 1]);
|
||||
glVertex2fv(grid_pos[x][y + 1]);
|
||||
glColor3ubv(grid_col[x + 1][y + 1]);
|
||||
glVertex2fv(grid_pos[x + 1][y + 1]);
|
||||
glColor3ubv(grid_col[x + 1][y]);
|
||||
glVertex2fv(grid_pos[x + 1][y]);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
|
||||
glShadeModel(GL_FLAT);
|
||||
#undef XTOT
|
||||
#undef YTOT
|
||||
}
|
||||
else { /* solid sky */
|
||||
IMB_colormanagement_pixel_to_display_space_v3(backcol, &scene->world->horr, &scene->view_settings,
|
||||
&scene->display_settings);
|
||||
|
||||
glClearColor(backcol[0], backcol[1], backcol[2], 0.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
}
|
||||
else {
|
||||
UI_ThemeClearColor(TH_BACK);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
|
||||
|
||||
if (rv3d->rflag & RV3D_CLIPPING)
|
||||
|
||||
@@ -529,7 +529,7 @@ void RNA_def_world(BlenderRNA *brna)
|
||||
RNA_def_property_float_sdna(prop, NULL, "zenr");
|
||||
RNA_def_property_array(prop, 3);
|
||||
RNA_def_property_ui_text(prop, "Zenith Color", "Color at the zenith");
|
||||
RNA_def_property_update(prop, 0, "rna_World_update");
|
||||
RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
|
||||
|
||||
prop = RNA_def_property(srna, "ambient_color", PROP_FLOAT, PROP_COLOR);
|
||||
RNA_def_property_float_sdna(prop, NULL, "ambr");
|
||||
@@ -554,17 +554,17 @@ void RNA_def_world(BlenderRNA *brna)
|
||||
prop = RNA_def_property(srna, "use_sky_blend", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "skytype", WO_SKYBLEND);
|
||||
RNA_def_property_ui_text(prop, "Blend Sky", "Render background with natural progression from horizon to zenith");
|
||||
RNA_def_property_update(prop, 0, "rna_World_update");
|
||||
RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
|
||||
|
||||
prop = RNA_def_property(srna, "use_sky_paper", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "skytype", WO_SKYPAPER);
|
||||
RNA_def_property_ui_text(prop, "Paper Sky", "Flatten blend or texture coordinates");
|
||||
RNA_def_property_update(prop, 0, "rna_World_update");
|
||||
RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
|
||||
|
||||
prop = RNA_def_property(srna, "use_sky_real", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "skytype", WO_SKYREAL);
|
||||
RNA_def_property_ui_text(prop, "Real Sky", "Render background with a real horizon, relative to the camera angle");
|
||||
RNA_def_property_update(prop, 0, "rna_World_update");
|
||||
RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
|
||||
|
||||
/* nested structs */
|
||||
prop = RNA_def_property(srna, "light_settings", PROP_POINTER, PROP_NONE);
|
||||
|
||||
@@ -847,7 +847,7 @@ static void bpy_prop_string_get_cb(struct PointerRNA *ptr, struct PropertyRNA *p
|
||||
value[0] = '\0';
|
||||
}
|
||||
else {
|
||||
memcpy(value, buffer, length+1);
|
||||
memcpy(value, buffer, length + 1);
|
||||
}
|
||||
|
||||
Py_DECREF(ret);
|
||||
|
||||
Reference in New Issue
Block a user