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authorClément Foucault <foucault.clem@gmail.com>2018-11-30 15:26:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-30 17:40:57 +0300
commite68c0bf76a4ccb16f51b7caf488c2f345552eea9 (patch)
treefc5ec8d69b1f33445f2b8aff0639384bcb4ae758 /source/blender/blenloader
parentdabd6615cc0ecbb82f52415e81c734ad041f7598 (diff)
Workbench: Add Shadow Focus and change Shadow Orientation
Shadow focus let the user choose how hard are is the shadows transition. Harder shadow transition can be used for stylistic effects or more uniform shading. Make shadow orientation respect the same orientation as the studio light (view from +Y direction aka. front view). Make the default shadow direction more similar to the default light position (the default light object, not the default studio lighting).
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r--source/blender/blenloader/intern/versioning_280.c10
-rw-r--r--source/blender/blenloader/intern/versioning_defaults.c4
2 files changed, 14 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index 434153fc7b9..17859d257d0 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -2480,5 +2480,15 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
}
+
+ /* Change Solid mode shadow orientation. */
+ if (!DNA_struct_elem_find(fd->filesdna, "SceneDisplay", "float", "shadow_focus")) {
+ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ float *dir = scene->display.light_direction;
+ SWAP(float, dir[2], dir[1]);
+ dir[2] = -dir[2];
+ dir[0] = -dir[0];
+ }
+ }
}
}
diff --git a/source/blender/blenloader/intern/versioning_defaults.c b/source/blender/blenloader/intern/versioning_defaults.c
index b88618bf7db..25946a9fb31 100644
--- a/source/blender/blenloader/intern/versioning_defaults.c
+++ b/source/blender/blenloader/intern/versioning_defaults.c
@@ -301,4 +301,8 @@ void BLO_update_defaults_startup_blend(Main *bmain, const char *app_template)
}
}
}
+
+ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ copy_v3_v3(scene->display.light_direction, (float[3]){M_SQRT1_3, M_SQRT1_3, M_SQRT1_3});
+ }
}