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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 /intern/cycles/blender/blender_sync.cpp
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
Diffstat (limited to 'intern/cycles/blender/blender_sync.cpp')
-rw-r--r--intern/cycles/blender/blender_sync.cpp13
1 files changed, 9 insertions, 4 deletions
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();