100 lines
3.1 KiB
C++
100 lines
3.1 KiB
C++
/*
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* Copyright 2019 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "blender_viewport.h"
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#include "blender_util.h"
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CCL_NAMESPACE_BEGIN
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BlenderViewportParameters::BlenderViewportParameters()
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: use_scene_world(true),
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use_scene_lights(true),
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studiolight_rotate_z(0.0f),
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studiolight_intensity(1.0f),
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studiolight_background_alpha(1.0f),
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display_pass(PASS_COMBINED)
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{
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}
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BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
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: BlenderViewportParameters()
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{
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if (!b_v3d) {
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return;
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}
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BL::View3DShading shading = b_v3d.shading();
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PointerRNA cshading = RNA_pointer_get(&shading.ptr, "cycles");
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/* We only copy the shading parameters if we are in look-dev mode.
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* Otherwise defaults are being used. These defaults mimic normal render settings. */
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if (shading.type() == BL::View3DShading::type_RENDERED) {
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use_scene_world = shading.use_scene_world_render();
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use_scene_lights = shading.use_scene_lights_render();
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if (!use_scene_world) {
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studiolight_rotate_z = shading.studiolight_rotate_z();
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studiolight_intensity = shading.studiolight_intensity();
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studiolight_background_alpha = shading.studiolight_background_alpha();
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studiolight_path = shading.selected_studio_light().path();
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}
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}
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/* Film. */
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display_pass = (PassType)get_enum(cshading, "render_pass", -1, -1);
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}
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bool BlenderViewportParameters::shader_modified(const BlenderViewportParameters &other) const
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{
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return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights ||
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studiolight_rotate_z != other.studiolight_rotate_z ||
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studiolight_intensity != other.studiolight_intensity ||
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studiolight_background_alpha != other.studiolight_background_alpha ||
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studiolight_path != other.studiolight_path;
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}
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bool BlenderViewportParameters::film_modified(const BlenderViewportParameters &other) const
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{
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return display_pass != other.display_pass;
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}
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bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
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{
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return shader_modified(other) || film_modified(other);
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}
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bool BlenderViewportParameters::use_custom_shader() const
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{
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return !(use_scene_world && use_scene_lights);
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}
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PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector<Pass> &passes)
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{
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if (b_v3d) {
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const BlenderViewportParameters viewport_parameters(b_v3d);
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const PassType display_pass = viewport_parameters.display_pass;
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passes.clear();
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Pass::add(display_pass, passes);
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return display_pass;
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}
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return PASS_NONE;
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}
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CCL_NAMESPACE_END
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