Merge branch 'blender-v2.90-release'

This commit is contained in:
Julian Eisel
2020-08-14 17:18:09 +02:00
5 changed files with 29 additions and 21 deletions

View File

@@ -4953,8 +4953,6 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
const View3D *v3d_default = DNA_struct_default_get(View3D);
wm->xr.session_settings.shading = v3d_default->shading;
/* Don't rotate light with the viewer by default, make it fixed. */
wm->xr.session_settings.shading.flag |= V3D_SHADING_WORLD_ORIENTATION;
wm->xr.session_settings.draw_flags = (V3D_OFSDRAW_SHOW_GRIDFLOOR |
V3D_OFSDRAW_SHOW_ANNOTATION);
wm->xr.session_settings.clip_start = v3d_default->clip_start;
@@ -5112,6 +5110,12 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) {
/* Don't rotate light with the viewer by default, make it fixed. Shading settings can't be
* edited and this flag should always be set. So we can always execute this. */
wm->xr.session_settings.shading.flag |= V3D_SHADING_WORLD_ORIENTATION;
}
/* Keep this block, even when empty. */
}
}

View File

@@ -1732,6 +1732,8 @@ void ED_view3d_xr_shading_update(wmWindowManager *wm, const View3D *v3d, const S
{
if (v3d->runtime.flag & V3D_RUNTIME_XR_SESSION_ROOT) {
View3DShading *xr_shading = &wm->xr.session_settings.shading;
/* Flags that shouldn't be overridden by the 3D View shading. */
const int flag_copy = V3D_SHADING_WORLD_ORIENTATION;
BLI_assert(WM_xr_session_exists(&wm->xr));
@@ -1749,7 +1751,9 @@ void ED_view3d_xr_shading_update(wmWindowManager *wm, const View3D *v3d, const S
}
/* Copy shading from View3D to VR view. */
const int old_xr_shading_flag = xr_shading->flag;
*xr_shading = v3d->shading;
xr_shading->flag = (xr_shading->flag & ~flag_copy) | (old_xr_shading_flag & flag_copy);
if (v3d->shading.prop) {
xr_shading->prop = IDP_CopyProperty(xr_shading->prop);
}

View File

@@ -513,15 +513,15 @@ void RE_engine_active_view_set(RenderEngine *engine, const char *viewname)
float RE_engine_get_camera_shift_x(RenderEngine *engine, Object *camera, bool use_spherical_stereo)
{
Render *re = engine->re;
/* When using spherical stereo, get camera shift without multiview,
* leaving stereo to be handled by the engine. */
if (use_spherical_stereo) {
re = NULL;
Render *re = engine->re;
if (use_spherical_stereo || re == NULL) {
return BKE_camera_multiview_shift_x(NULL, camera, NULL);
}
else {
return BKE_camera_multiview_shift_x(&re->r, camera, re->viewname);
}
return BKE_camera_multiview_shift_x(re ? &re->r : NULL, camera, re->viewname);
}
void RE_engine_get_camera_model_matrix(RenderEngine *engine,
@@ -529,16 +529,15 @@ void RE_engine_get_camera_model_matrix(RenderEngine *engine,
bool use_spherical_stereo,
float *r_modelmat)
{
Render *re = engine->re;
/* When using spherical stereo, get model matrix without multiview,
* leaving stereo to be handled by the engine. */
if (use_spherical_stereo) {
re = NULL;
Render *re = engine->re;
if (use_spherical_stereo || re == NULL) {
BKE_camera_multiview_model_matrix(NULL, camera, NULL, (float(*)[4])r_modelmat);
}
else {
BKE_camera_multiview_model_matrix(&re->r, camera, re->viewname, (float(*)[4])r_modelmat);
}
BKE_camera_multiview_model_matrix(
re ? &re->r : NULL, camera, re->viewname, (float(*)[4])r_modelmat);
}
bool RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)