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authorJeroen Bakker <j.bakker@atmind.nl>2019-08-27 16:47:30 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-09-04 16:57:00 +0300
commit68d1f091583168dce4e52d3c7378b9b0359e903a (patch)
tree07adc7e5f8f353f4bab9f8cdd6f4fd783a13767c
parentd3ab930c880e3a15cd7cd46355663e60119f6bde (diff)
Shading Modes: Material and Render Preview
This change implements the basics as described in {T68312} for the shading modes. * LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup. * Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles. * Renderers will be able to customize the shading settings panel and add additional settings. Reviewed By: brecht, fclem Differential Revision: https://developer.blender.org/D5612
-rw-r--r--intern/cycles/blender/CMakeLists.txt2
-rw-r--r--intern/cycles/blender/addon/ui.py40
-rw-r--r--intern/cycles/blender/blender_object.cpp21
-rw-r--r--intern/cycles/blender/blender_session.cpp2
-rw-r--r--intern/cycles/blender/blender_shader.cpp58
-rw-r--r--intern/cycles/blender/blender_sync.cpp13
-rw-r--r--intern/cycles/blender/blender_sync.h15
-rw-r--r--intern/cycles/blender/blender_viewport.cpp59
-rw-r--r--intern/cycles/blender/blender_viewport.h47
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py51
-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py36
-rw-r--r--source/blender/blenkernel/BKE_blender_version.h2
-rw-r--r--source/blender/blenkernel/intern/screen.c3
-rw-r--r--source/blender/blenloader/intern/versioning_280.c22
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h15
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c4
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h2
-rw-r--r--source/blender/makesrna/intern/rna_space.c95
-rw-r--r--source/blender/windowmanager/intern/wm_init_exit.c6
19 files changed, 403 insertions, 90 deletions
diff --git a/intern/cycles/blender/CMakeLists.txt b/intern/cycles/blender/CMakeLists.txt
index 9658c7b4a62..66d955768a3 100644
--- a/intern/cycles/blender/CMakeLists.txt
+++ b/intern/cycles/blender/CMakeLists.txt
@@ -29,6 +29,7 @@ set(SRC
blender_shader.cpp
blender_sync.cpp
blender_texture.cpp
+ blender_viewport.cpp
CCL_api.h
blender_object_cull.h
@@ -36,6 +37,7 @@ set(SRC
blender_session.h
blender_texture.h
blender_util.h
+ blender_viewport.h
)
set(LIB
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index b072d9e583e..6f2794531fd 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -2050,6 +2050,45 @@ class CYCLES_RENDER_PT_simplify_culling(CyclesButtonsPanel, Panel):
sub.prop(cscene, "distance_cull_margin", text="Distance")
+class CYCLES_VIEW3D_PT_shading_lighting(Panel):
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'HEADER'
+ bl_label = "Lighting"
+ bl_parent_id = 'VIEW3D_PT_shading'
+ COMPAT_ENGINES = {'CYCLES'}
+
+ @classmethod
+ def poll(cls, context):
+ return (context.engine in cls.COMPAT_ENGINES
+ and context.space_data.shading.type == 'RENDERED')
+
+ def draw(self, context):
+ layout = self.layout
+ col = layout.column()
+ split = col.split(factor=0.9)
+
+ shading = context.space_data.shading
+ col.prop(shading, "use_scene_lights_render")
+ col.prop(shading, "use_scene_world_render")
+
+ if not shading.use_scene_world_render:
+ col = layout.column()
+ split = col.split(factor=0.9)
+
+ col = split.column()
+ sub = col.row()
+ sub.scale_y = 0.6
+ sub.template_icon_view(shading, "studio_light", scale_popup=3)
+
+ col = split.column()
+ col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
+
+ split = layout.split(factor=0.9)
+ col = split.column()
+ col.prop(shading, "studiolight_rotate_z", text="Rotation")
+ col.prop(shading, "studiolight_background_alpha")
+
+
def draw_device(self, context):
scene = context.scene
layout = self.layout
@@ -2131,6 +2170,7 @@ classes = (
CYCLES_RENDER_PT_simplify_viewport,
CYCLES_RENDER_PT_simplify_render,
CYCLES_RENDER_PT_simplify_culling,
+ CYCLES_VIEW3D_PT_shading_lighting,
CYCLES_RENDER_PT_motion_blur,
CYCLES_RENDER_PT_motion_blur_curve,
CYCLES_RENDER_PT_film,
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp
index b670922ac88..b0599546244 100644
--- a/intern/cycles/blender/blender_object.cpp
+++ b/intern/cycles/blender/blender_object.cpp
@@ -239,7 +239,7 @@ void BlenderSync::sync_light(BL::Object &b_parent,
light->tag_update(scene);
}
-void BlenderSync::sync_background_light(bool use_portal)
+void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
{
BL::World b_world = b_scene.world();
@@ -283,6 +283,7 @@ void BlenderSync::sync_background_light(bool use_portal)
world_map = b_world.ptr.data;
world_recalc = false;
+ viewport_parameters = BlenderViewportParameters(b_v3d);
}
/* Object */
@@ -293,6 +294,7 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
float motion_time,
bool show_self,
bool show_particles,
+ bool show_lights,
BlenderObjectCulling &culling,
bool *use_portal)
{
@@ -311,6 +313,10 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
/* light is handled separately */
if (!motion && object_is_light(b_ob)) {
+ if (!show_lights) {
+ return NULL;
+ }
+
/* TODO: don't use lights for excluded layers used as mask layer,
* when dynamic overrides are back. */
#if 0
@@ -507,7 +513,9 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
/* Object Loop */
-void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
+void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
+ BL::SpaceView3D &b_v3d,
+ float motion_time)
{
/* layer data */
bool motion = motion_time != 0.0f;
@@ -530,6 +538,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
/* object loop */
bool cancel = false;
bool use_portal = false;
+ const bool show_lights = BlenderViewportParameters(b_v3d).use_scene_lights;
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
@@ -555,6 +564,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
motion_time,
show_self,
show_particles,
+ show_lights,
culling,
&use_portal);
}
@@ -565,7 +575,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
progress.set_sync_status("");
if (!cancel && !motion) {
- sync_background_light(use_portal);
+ sync_background_light(b_v3d, use_portal);
/* handle removed data and modified pointers */
if (light_map.post_sync())
@@ -584,6 +594,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
void BlenderSync::sync_motion(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
+ BL::SpaceView3D &b_v3d,
BL::Object &b_override,
int width,
int height,
@@ -621,7 +632,7 @@ void BlenderSync::sync_motion(BL::RenderSettings &b_render,
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
- sync_objects(b_depsgraph, 0.0f);
+ sync_objects(b_depsgraph, b_v3d, 0.0f);
}
/* always sample these times for camera motion */
@@ -657,7 +668,7 @@ void BlenderSync::sync_motion(BL::RenderSettings &b_render,
}
/* sync object */
- sync_objects(b_depsgraph, relative_time);
+ sync_objects(b_depsgraph, b_v3d, relative_time);
}
/* we need to set the python thread state again because this
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index 8923450c469..1f0816a6edb 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -861,7 +861,7 @@ void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
/* copy recalc flags, outside of mutex so we can decide to do the real
* synchronization at a later time to not block on running updates */
- sync->sync_recalc(b_depsgraph_);
+ sync->sync_recalc(b_depsgraph_, b_v3d);
/* don't do synchronization if on pause */
if (session_pause) {
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 720f521c589..ca51482c98e 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -1314,19 +1314,23 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
/* Sync World */
-void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
+void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all)
{
Background *background = scene->background;
Background prevbackground = *background;
BL::World b_world = b_scene.world();
- if (world_recalc || update_all || b_world.ptr.data != world_map) {
+ BlenderViewportParameters new_viewport_parameters(b_v3d);
+
+ if (world_recalc || update_all || b_world.ptr.data != world_map ||
+ viewport_parameters.modified(new_viewport_parameters)) {
Shader *shader = scene->default_background;
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
- if (b_world && b_world.use_nodes() && b_world.node_tree()) {
+ if (new_viewport_parameters.use_scene_world && b_world && b_world.use_nodes() &&
+ b_world.node_tree()) {
BL::ShaderNodeTree b_ntree(b_world.node_tree());
add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
@@ -1337,7 +1341,7 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
shader->volume_sampling_method = get_volume_sampling(cworld);
shader->volume_interpolation_method = get_volume_interpolation(cworld);
}
- else if (b_world) {
+ else if (new_viewport_parameters.use_scene_world && b_world) {
BackgroundNode *background = new BackgroundNode();
background->color = get_float3(b_world.color());
graph->add(background);
@@ -1345,6 +1349,45 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
ShaderNode *out = graph->output();
graph->connect(background->output("Background"), out->input("Surface"));
}
+ else if (!new_viewport_parameters.use_scene_world) {
+ BackgroundNode *background = new BackgroundNode();
+ graph->add(background);
+
+ LightPathNode *light_path = new LightPathNode();
+ graph->add(light_path);
+
+ MixNode *mix_scene_with_background = new MixNode();
+ mix_scene_with_background->color2 = get_float3(b_world.color());
+ graph->add(mix_scene_with_background);
+
+ EnvironmentTextureNode *texture_environment = new EnvironmentTextureNode();
+ texture_environment->tex_mapping.type = TextureMapping::VECTOR;
+ texture_environment->tex_mapping.rotation[2] = new_viewport_parameters.studiolight_rotate_z;
+ texture_environment->filename = new_viewport_parameters.studiolight_path;
+ graph->add(texture_environment);
+
+ TextureCoordinateNode *texture_coordinate = new TextureCoordinateNode();
+ graph->add(texture_coordinate);
+
+ MixNode *mix_background_with_environment = new MixNode();
+ mix_background_with_environment->fac = new_viewport_parameters.studiolight_background_alpha;
+ mix_background_with_environment->color1 = get_float3(b_world.color());
+ graph->add(mix_background_with_environment);
+
+ ShaderNode *out = graph->output();
+
+ graph->connect(texture_coordinate->output("Generated"),
+ texture_environment->input("Vector"));
+ graph->connect(light_path->output("Is Camera Ray"), mix_scene_with_background->input("Fac"));
+ graph->connect(texture_environment->output("Color"),
+ mix_scene_with_background->input("Color1"));
+ graph->connect(texture_environment->output("Color"),
+ mix_background_with_environment->input("Color2"));
+ graph->connect(mix_background_with_environment->output("Color"),
+ mix_scene_with_background->input("Color2"));
+ graph->connect(mix_scene_with_background->output("Color"), background->input("Color"));
+ graph->connect(background->output("Background"), out->input("Surface"));
+ }
if (b_world) {
/* AO */
@@ -1389,7 +1432,8 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
background->transparent_roughness_threshold = 0.0f;
}
- background->use_shader = view_layer.use_background_shader;
+ background->use_shader = view_layer.use_background_shader |
+ viewport_parameters.custom_viewport_parameters();
background->use_ao = background->use_ao && view_layer.use_background_ao;
if (background->modified(prevbackground))
@@ -1439,7 +1483,7 @@ void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
}
}
-void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph)
+void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
{
/* for auto refresh images */
bool auto_refresh_update = false;
@@ -1452,7 +1496,7 @@ void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph)
shader_map.pre_sync();
- sync_world(b_depsgraph, auto_refresh_update);
+ sync_world(b_depsgraph, b_v3d, auto_refresh_update);
sync_lights(b_depsgraph, auto_refresh_update);
sync_materials(b_depsgraph, auto_refresh_update);
}
diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp
index aec21887088..e50d96cf345 100644
--- a/intern/cycles/blender/blender_sync.cpp
+++ b/intern/cycles/blender/blender_sync.cpp
@@ -80,7 +80,7 @@ BlenderSync::~BlenderSync()
/* Sync */
-void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph)
+void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
{
/* Sync recalc flags from blender to cycles. Actual update is done separate,
* so we can do it later on if doing it immediate is not suitable. */
@@ -175,6 +175,11 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph)
}
}
+ BlenderViewportParameters new_viewport_parameters(b_v3d);
+ if (viewport_parameters.modified(new_viewport_parameters)) {
+ world_recalc = true;
+ }
+
/* Updates shader with object dependency if objects changed. */
if (has_updated_objects) {
if (scene->default_background->has_object_dependency) {
@@ -202,7 +207,7 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
sync_view_layer(b_v3d, b_view_layer);
sync_integrator();
sync_film();
- sync_shaders(b_depsgraph);
+ sync_shaders(b_depsgraph, b_v3d);
sync_images();
sync_curve_settings();
@@ -210,9 +215,9 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
if (scene->need_motion() == Scene::MOTION_PASS || scene->need_motion() == Scene::MOTION_NONE ||
scene->camera->motion_position == Camera::MOTION_POSITION_CENTER) {
- sync_objects(b_depsgraph);
+ sync_objects(b_depsgraph, b_v3d);
}
- sync_motion(b_render, b_depsgraph, b_override, width, height, python_thread_state);
+ sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);
mesh_synced.clear();
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h
index 00afceebde3..c6c7b7549cf 100644
--- a/intern/cycles/blender/blender_sync.h
+++ b/intern/cycles/blender/blender_sync.h
@@ -23,6 +23,7 @@
#include "RNA_blender_cpp.h"
#include "blender/blender_util.h"
+#include "blender/blender_viewport.h"
#include "render/scene.h"
#include "render/session.h"
@@ -36,6 +37,7 @@ CCL_NAMESPACE_BEGIN
class Background;
class BlenderObjectCulling;
+class BlenderViewportParameters;
class Camera;
class Film;
class Light;
@@ -59,7 +61,7 @@ class BlenderSync {
~BlenderSync();
/* sync */
- void sync_recalc(BL::Depsgraph &b_depsgraph);
+ void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
void sync_data(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
@@ -106,17 +108,18 @@ class BlenderSync {
/* sync */
void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
- void sync_objects(BL::Depsgraph &b_depsgraph, float motion_time = 0.0f);
+ void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f);
void sync_motion(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
+ BL::SpaceView3D &b_v3d,
BL::Object &b_override,
int width,
int height,
void **python_thread_state);
void sync_film();
void sync_view();
- void sync_world(BL::Depsgraph &b_depsgraph, bool update_all);
- void sync_shaders(BL::Depsgraph &b_depsgraph);
+ void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
+ void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
void sync_curve_settings();
void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
@@ -134,6 +137,7 @@ class BlenderSync {
float motion_time,
bool show_self,
bool show_particles,
+ bool show_lights,
BlenderObjectCulling &culling,
bool *use_portal);
void sync_light(BL::Object &b_parent,
@@ -143,7 +147,7 @@ class BlenderSync {
int random_id,
Transform &tfm,
bool *use_portal);
- void sync_background_light(bool use_portal);
+ void sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal);
void sync_mesh_motion(BL::Depsgraph &b_depsgraph,
BL::Object &b_ob,
Object *object,
@@ -183,6 +187,7 @@ class BlenderSync {
set<float> motion_times;
void *world_map;
bool world_recalc;
+ BlenderViewportParameters viewport_parameters;
Scene *scene;
bool preview;
diff --git a/intern/cycles/blender/blender_viewport.cpp b/intern/cycles/blender/blender_viewport.cpp
new file mode 100644
index 00000000000..7af509aab09
--- /dev/null
+++ b/intern/cycles/blender/blender_viewport.cpp
@@ -0,0 +1,59 @@
+/*
+ * Copyright 2019 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+#include "blender_viewport.h"
+
+CCL_NAMESPACE_BEGIN
+
+BlenderViewportParameters::BlenderViewportParameters()
+ : use_scene_world(true),
+ use_scene_lights(true),
+ studiolight_rotate_z(0.0f),
+ studiolight_background_alpha(1.0f),
+ studiolight_path(ustring())
+{
+}
+
+BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
+ : BlenderViewportParameters()
+{
+ /* We only copy the parameters if we are in look dev mode. otherwise
+ * defaults are being used. These defaults mimic normal render settings */
+ if (b_v3d && b_v3d.shading().type() == BL::View3DShading::type_RENDERED) {
+ use_scene_world = b_v3d.shading().use_scene_world_render();
+ use_scene_lights = b_v3d.shading().use_scene_lights_render();
+ if (!use_scene_world) {
+ studiolight_rotate_z = b_v3d.shading().studiolight_rotate_z();
+ studiolight_background_alpha = b_v3d.shading().studiolight_background_alpha();
+ studiolight_path = b_v3d.shading().selected_studio_light().path();
+ }
+ }
+}
+
+/* Check if two instances are different. */
+const bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
+{
+ return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights ||
+ studiolight_rotate_z != other.studiolight_rotate_z ||
+ studiolight_background_alpha != other.studiolight_background_alpha ||
+ studiolight_path != other.studiolight_path;
+}
+
+const bool BlenderViewportParameters::custom_viewport_parameters() const
+{
+ return !(use_scene_world && use_scene_lights);
+}
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/blender/blender_viewport.h b/intern/cycles/blender/blender_viewport.h
new file mode 100644
index 00000000000..bb0d7d7f314
--- /dev/null
+++ b/intern/cycles/blender/blender_viewport.h
@@ -0,0 +1,47 @@
+/*
+ * Copyright 2019 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef __BLENDER_VIEWPORT_H__
+#define __BLENDER_VIEWPORT_H__
+
+#include "MEM_guardedalloc.h"
+#include "RNA_types.h"
+#include "RNA_access.h"
+#include "RNA_blender_cpp.h"
+
+#include "util/util_param.h"
+
+CCL_NAMESPACE_BEGIN
+
+class BlenderViewportParameters {
+ private:
+ bool use_scene_world;
+ bool use_scene_lights;
+ float studiolight_rotate_z;
+ float studiolight_background_alpha;
+ ustring studiolight_path;
+
+ BlenderViewportParameters();
+ BlenderViewportParameters(BL::SpaceView3D &b_v3d);
+
+ const bool modified(const BlenderViewportParameters &other) const;
+ const bool custom_viewport_parameters() const;
+ friend class BlenderSync;
+};
+
+CCL_NAMESPACE_END
+
+#endif \ No newline at end of file
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index f3c34cf4660..0849437b680 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -202,33 +202,47 @@ class EEVEE_MATERIAL_PT_volume(MaterialButtonsPanel, Panel):
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
+def draw_material_settings(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False
+
+ mat = context.material
+
+ layout.prop(mat, "use_backface_culling")
+ layout.prop(mat, "blend_method")
+ layout.prop(mat, "shadow_method")
+
+ row = layout.row()
+ row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
+ row.prop(mat, "alpha_threshold")
+
+ if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
+ layout.prop(mat, "show_transparent_back")
+
+ layout.prop(mat, "use_screen_refraction")
+ layout.prop(mat, "refraction_depth")
+ layout.prop(mat, "use_sss_translucency")
+ layout.prop(mat, "pass_index")
+
+
class EEVEE_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
- layout = self.layout
- layout.use_property_split = True
- layout.use_property_decorate = False
-
- mat = context.material
-
- layout.prop(mat, "use_backface_culling")
- layout.prop(mat, "blend_method")
- layout.prop(mat, "shadow_method")
+ draw_material_settings(self, context)
- row = layout.row()
- row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
- row.prop(mat, "alpha_threshold")
- if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
- layout.prop(mat, "show_transparent_back")
+class EEVEE_MATERIAL_PT_viewport_settings(MaterialButtonsPanel, Panel):
+ bl_label = "Settings"
+ bl_context = "material"
+ bl_parent_id = "MATERIAL_PT_viewport"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
- layout.prop(mat, "use_screen_refraction")
- layout.prop(mat, "refraction_depth")
- layout.prop(mat, "use_sss_translucency")
- layout.prop(mat, "pass_index")
+ def draw(self, context):
+ draw_material_settings(self, context)
class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
@@ -263,6 +277,7 @@ classes = (
EEVEE_MATERIAL_PT_volume,
EEVEE_MATERIAL_PT_settings,
MATERIAL_PT_viewport,
+ EEVEE_MATERIAL_PT_viewport_settings,
MATERIAL_PT_custom_props,
)
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index fdf683c16ea..1544cf3e140 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -5057,7 +5057,8 @@ class VIEW3D_PT_shading_lighting(Panel):
@classmethod
def poll(cls, context):
shading = VIEW3D_PT_shading.get_shading(context)
- return shading.type in {'SOLID', 'MATERIAL'}
+ engine = context.scene.render.engine
+ return shading.type in {'SOLID', 'MATERIAL'} or engine == 'BLENDER_EEVEE' and shading.type == 'RENDERED'
def draw(self, context):
layout = self.layout
@@ -5105,7 +5106,6 @@ class VIEW3D_PT_shading_lighting(Panel):
elif shading.light == 'MATCAP':
sub.scale_y = 0.6 # smaller matcap preview
-
sub.template_icon_view(shading, "studio_light", scale_popup=3.0)
col = split.column()
@@ -5115,8 +5115,29 @@ class VIEW3D_PT_shading_lighting(Panel):
elif shading.type == 'MATERIAL':
col.prop(shading, "use_scene_lights")
col.prop(shading, "use_scene_world")
+ col = layout.column()
+ split = col.split(factor=0.9)
if not shading.use_scene_world:
+ col = split.column()
+ sub = col.row()
+ sub.scale_y = 0.6
+ sub.template_icon_view(shading, "studio_light", scale_popup=3)
+
+ col = split.column()
+ col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
+
+ split = layout.split(factor=0.9)
+ col = split.column()
+ col.prop(shading, "studiolight_rotate_z", text="Rotation")
+ col.prop(shading, "studiolight_background_alpha")
+ col = split.column() # to align properly with above
+
+ elif shading.type == 'RENDERED':
+ col.prop(shading, "use_scene_lights_render")
+ col.prop(shading, "use_scene_world_render")
+
+ if not shading.use_scene_world_render:
col = layout.column()
split = col.split(factor=0.9)
@@ -5128,12 +5149,11 @@ class VIEW3D_PT_shading_lighting(Panel):
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
- if shading.selected_studio_light.type == 'WORLD':
- split = layout.split(factor=0.9)
- col = split.column()
- col.prop(shading, "studiolight_rotate_z", text="Rotation")
- col.prop(shading, "studiolight_background_alpha")
- col = split.column() # to align properly with above
+ split = layout.split(factor=0.9)
+ col = split.column()
+ col.prop(shading, "studiolight_rotate_z", text="Rotation")
+ col.prop(shading, "studiolight_background_alpha")
+ col = split.column() # to align properly with above
class VIEW3D_PT_shading_color(Panel):
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h
index 65086f57616..1451f0c0d51 100644
--- a/source/blender/blenkernel/BKE_blender_version.h
+++ b/source/blender/blenkernel/BKE_blender_version.h
@@ -27,7 +27,7 @@
* \note Use #STRINGIFY() rather than defining with quotes.
*/
#define BLENDER_VERSION 281
-#define BLENDER_SUBVERSION 5
+#define BLENDER_SUBVERSION 6
/** Several breakages with 280, e.g. collections vs layers. */
#define BLENDER_MINVERSION 280
#define BLENDER_MINSUBVERSION 0
diff --git a/source/blender/blenkernel/intern/screen.c b/source/blender/blenkernel/intern/screen.c
index 619845c9ecb..4837fa8639e 100644
--- a/source/blender/blenkernel/intern/screen.c
+++ b/source/blender/blenkernel/intern/screen.c
@@ -856,7 +856,8 @@ void BKE_screen_view3d_shading_init(View3DShading *shading)
shading->type = OB_SOLID;
shading->prev_type = OB_SOLID;
- shading->flag = V3D_SHADING_SPECULAR_HIGHLIGHT | V3D_SHADING_XRAY_WIREFRAME;
+ shading->flag = V3D_SHADING_SPECULAR_HIGHLIGHT | V3D_SHADING_XRAY_WIREFRAME |
+ V3D_SHADING_SCENE_LIGHTS_RENDER | V3D_SHADING_SCENE_WORLD_RENDER;
shading->light = V3D_LIGHTING_STUDIO;
shading->shadow_intensity = 0.5f;
shading->xray_alpha = 0.5f;
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index 45276181102..a735b399ce3 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -3732,6 +3732,28 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
+ if (!MAIN_VERSION_ATLEAST(bmain, 281, 6)) {
+ for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
+ if (sl->spacetype == SPACE_VIEW3D) {
+ View3D *v3d = (View3D *)sl;
+ v3d->shading.flag |= V3D_SHADING_SCENE_LIGHTS_RENDER | V3D_SHADING_SCENE_WORLD_RENDER;
+
+ /* files by default don't have studio lights selected unless interacted
+ * with the shading popover. When no studiolight could be read, we will
+ * select the default world one. */
+ StudioLight *studio_light = BKE_studiolight_find(v3d->shading.lookdev_light,
+ STUDIOLIGHT_TYPE_WORLD);
+ if (studio_light != NULL) {
+ STRNCPY(v3d->shading.lookdev_light, studio_light->name);
+ }
+ }
+ }
+ }
+ }
+ }
+
{
/* Versioning code until next subversion bump goes here. */
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 3cdafee95a2..fefdaef970a 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -118,16 +118,19 @@ extern struct DrawEngineType draw_engine_eevee_type;
} \
((void)0)
-#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0)
-#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->shading.type == OB_MATERIAL))
+#define MATERIAL_PREVIEW_MODE_ENABLED(v3d) ((v3d) && (v3d->shading.type == OB_MATERIAL))
#define LOOK_DEV_OVERLAY_ENABLED(v3d) \
- (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && \
+ ((v3d) && (v3d->shading.type == OB_MATERIAL) && ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && \
(v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
#define USE_SCENE_LIGHT(v3d) \
- ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || \
- ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS))))
+ ((!v3d) || \
+ ((v3d->shading.type == OB_MATERIAL) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || \
+ ((v3d->shading.type == OB_RENDER) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)))
#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) \
- (LOOK_DEV_MODE_ENABLED(v3d) && !(v3d->shading.flag & V3D_SHADING_SCENE_WORLD))
+ ((v3d) && (((v3d->shading.type == OB_MATERIAL) && \
+ ((v3d->shading.flag & V3D_SHADING_SCENE_WORLD) == 0)) || \
+ ((v3d->shading.type == OB_RENDER) && \
+ ((v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER) == 0))))
#define OCTAHEDRAL_SIZE_FROM_CUBESIZE(cube_size) \
((int)ceilf(sqrtf((cube_size * cube_size) * 6.0f)))
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index f6afa112f08..7cd38c95a7b 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -39,6 +39,7 @@
#include "BKE_scene.h"
#include "BKE_object.h"
#include "BKE_paint.h"
+#include "BKE_studiolight.h"
#include "BKE_unit.h"
#include "BLF_api.h"
@@ -1860,6 +1861,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph,
if (drawtype == OB_MATERIAL) {
v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS;
}
+ else if (drawtype == OB_RENDER) {
+ v3d.shading.flag = V3D_SHADING_SCENE_WORLD_RENDER | V3D_SHADING_SCENE_LIGHTS_RENDER;
+ }
v3d.flag2 = V3D_HIDE_OVERLAYS;
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 51655790fbd..6168b00508b 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -418,6 +418,8 @@ enum {
V3D_SHADING_WORLD_ORIENTATION = (1 << 9),
V3D_SHADING_BACKFACE_CULLING = (1 << 10),
V3D_SHADING_DEPTH_OF_FIELD = (1 << 11),
+ V3D_SHADING_SCENE_LIGHTS_RENDER = (1 << 12),
+ V3D_SHADING_SCENE_WORLD_RENDER = (1 << 13),
};
/** #View3DShading.color_type */
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index ca857fb7be8..7ad0401b0a4 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -343,7 +343,11 @@ static const EnumPropertyItem autosnap_items[] = {
const EnumPropertyItem rna_enum_shading_type_items[] = {
{OB_WIRE, "WIREFRAME", ICON_SHADING_WIRE, "Wireframe", "Display the object as wire edges"},
{OB_SOLID, "SOLID", ICON_SHADING_SOLID, "Solid", "Display in solid mode"},
- {OB_MATERIAL, "MATERIAL", ICON_SHADING_TEXTURE, "Look Dev", "Display in Look Dev mode"},
+ {OB_MATERIAL,
+ "MATERIAL",
+ ICON_SHADING_TEXTURE,
+ "Material Preview",
+ "Display in Material Preview mode"},
{OB_RENDER, "RENDERED", ICON_SHADING_RENDERED, "Rendered", "Display render preview"},
{0, NULL, 0, NULL, NULL},
};
@@ -967,6 +971,11 @@ static Scene *rna_3DViewShading_scene(PointerRNA *ptr)
{
/* Get scene, depends if using 3D view or OpenGL render settings. */
ID *id = ptr->owner_id;
+ if (!id) {
+ /* When accessed from an external render engine the id.data is NULL
+ * This might be missing from the RNA CPP Api */
+ return NULL;
+ }
if (GS(id->name) == ID_SCE) {
return (Scene *)id;
}
@@ -1054,6 +1063,7 @@ static PointerRNA rna_View3DShading_selected_studio_light_get(PointerRNA *ptr)
sl = BKE_studiolight_find(shading->studio_light, STUDIOLIGHT_FLAG_ALL);
}
else {
+ /* OB_MATERIAL and OB_RENDER */
sl = BKE_studiolight_find(shading->lookdev_light, STUDIOLIGHT_FLAG_ALL);
}
return rna_pointer_inherit_refine(ptr, &RNA_StudioLight, sl);
@@ -1088,21 +1098,32 @@ static const EnumPropertyItem *rna_View3DShading_color_type_itemf(bContext *UNUS
}
}
-/* Studio light */
-static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
+static void rna_View3DShading_studio_light_get_storage(View3DShading *shading,
+ char **dna_storage,
+ int *flag)
{
- View3DShading *shading = (View3DShading *)ptr->data;
- char *dna_storage = shading->studio_light;
+ *dna_storage = shading->studio_light;
- int flag = STUDIOLIGHT_TYPE_STUDIO;
- if (shading->type == OB_SOLID && shading->light == V3D_LIGHTING_MATCAP) {
- flag = STUDIOLIGHT_TYPE_MATCAP;
- dna_storage = shading->matcap;
+ *flag = STUDIOLIGHT_TYPE_STUDIO;
+ if (shading->type == OB_SOLID) {
+ if (shading->light == V3D_LIGHTING_MATCAP) {
+ *flag = STUDIOLIGHT_TYPE_MATCAP;
+ *dna_storage = shading->matcap;
+ }
}
- else if (shading->type == OB_MATERIAL) {
- flag = STUDIOLIGHT_TYPE_WORLD;
- dna_storage = shading->lookdev_light;
+ else {
+ *flag = STUDIOLIGHT_TYPE_WORLD;
+ *dna_storage = shading->lookdev_light;
}
+}
+
+static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
+{
+ View3DShading *shading = (View3DShading *)ptr->data;
+ char *dna_storage;
+ int flag;
+
+ rna_View3DShading_studio_light_get_storage(shading, &dna_storage, &flag);
StudioLight *sl = BKE_studiolight_find(dna_storage, flag);
if (sl) {
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
@@ -1116,17 +1137,10 @@ static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
{
View3DShading *shading = (View3DShading *)ptr->data;
- char *dna_storage = shading->studio_light;
+ char *dna_storage;
+ int flag;
- int flag = STUDIOLIGHT_TYPE_STUDIO;
- if (shading->type == OB_SOLID && shading->light == V3D_LIGHTING_MATCAP) {
- flag = STUDIOLIGHT_TYPE_MATCAP;
- dna_storage = shading->matcap;
- }
- else if (shading->type == OB_MATERIAL) {
- flag = STUDIOLIGHT_TYPE_WORLD;
- dna_storage = shading->lookdev_light;
- }
+ rna_View3DShading_studio_light_get_storage(shading, &dna_storage, &flag);
StudioLight *sl = BKE_studiolight_findindex(value, flag);
if (sl) {
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
@@ -1173,6 +1187,7 @@ static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(bContext *UN
break;
case OB_MATERIAL:
+ case OB_RENDER:
show_studiolight = ((sl->flag & STUDIOLIGHT_TYPE_WORLD) != 0);
icon_id = sl->icon_id_radiance;
break;
@@ -3093,6 +3108,15 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+ prop = RNA_def_property(srna, "studiolight_background_alpha", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "studiolight_background");
+ RNA_def_property_float_default(prop, 0.0);
+ RNA_def_property_ui_text(prop, "Background", "Show the studiolight in the background");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
prop = RNA_def_property(srna, "color_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "color_type");
RNA_def_property_enum_items(prop, rna_enum_shading_color_type_items);
@@ -3172,12 +3196,28 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
prop = RNA_def_property(srna, "use_scene_lights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_SCENE_LIGHTS);
+ RNA_def_property_boolean_default(prop, false);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene Lights", "Render lights and light probes of the scene");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "use_scene_world", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_SCENE_WORLD);
+ RNA_def_property_boolean_default(prop, false);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_ui_text(prop, "Scene World", "Use scene world for lighting");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "use_scene_lights_render", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_SCENE_LIGHTS_RENDER);
+ RNA_def_property_boolean_default(prop, true);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_ui_text(prop, "Scene Lights", "Render lights and light probes of the scene");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "use_scene_world_render", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_SCENE_WORLD_RENDER);
+ RNA_def_property_boolean_default(prop, true);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene World", "Use scene world for lighting");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
@@ -3203,15 +3243,6 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
-
- prop = RNA_def_property(srna, "studiolight_background_alpha", PROP_FLOAT, PROP_FACTOR);
- RNA_def_property_float_sdna(prop, NULL, "studiolight_background");
- RNA_def_property_float_default(prop, 0.0);
- RNA_def_property_ui_text(prop, "Background", "Show the studiolight in the background");
- RNA_def_property_range(prop, 0.0f, 1.0f);
- RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
- RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
- RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
}
static void rna_def_space_view3d_overlay(BlenderRNA *brna)
@@ -3371,7 +3402,7 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
prop = RNA_def_property(srna, "show_look_dev", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "overlay.flag", V3D_OVERLAY_LOOK_DEV);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
- RNA_def_property_ui_text(prop, "Look Dev Preview", "Show look development spheres and palette");
+ RNA_def_property_ui_text(prop, "Look Dev Preview", "Show look development spheres");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "show_wireframes", PROP_BOOLEAN, PROP_NONE);
diff --git a/source/blender/windowmanager/intern/wm_init_exit.c b/source/blender/windowmanager/intern/wm_init_exit.c
index d08f4e236ee..bdc89f2bf2b 100644
--- a/source/blender/windowmanager/intern/wm_init_exit.c
+++ b/source/blender/windowmanager/intern/wm_init_exit.c
@@ -288,6 +288,10 @@ void WM_init(bContext *C, int argc, const char **argv)
const bool use_data = true;
const bool use_userdef = true;
+ /* Studiolights needs to be init before we read the homefile, otherwise the versioning cannot
+ * find the default studiolight.*/
+ BKE_studiolight_init();
+
wm_homefile_read(C,
NULL,
G.factory_startup,
@@ -315,8 +319,6 @@ void WM_init(bContext *C, int argc, const char **argv)
UI_init();
}
- BKE_studiolight_init();
-
ED_spacemacros_init();
/* note: there is a bug where python needs initializing before loading the