diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-09-04 17:22:47 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-09-06 09:35:14 +0300 |
commit | 1b287230a46d98f7cdfe6cbfd6c86e43c7e14968 (patch) | |
tree | 490cfa85d86d1cbd143534dfa515d49c02c0f15c /source/blender/draw/engines/eevee/eevee_lookdev.c | |
parent | f8362836a5c8feff3715ca823025caba249208c2 (diff) |
Viewport Shading: StudioLight Intensity
Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5674
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lookdev.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lookdev.c | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index f52fcf31267..94d61a81fcc 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -151,6 +151,9 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z); DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix); DRW_shgroup_uniform_float_copy(*grp, "backgroundAlpha", background_alpha); + DRW_shgroup_uniform_float( + *grp, "studioLightIntensity", &v3d->shading.studiolight_intensity, 1); + DRW_shgroup_uniform_vec3(*grp, "color", background_color, 1); DRW_shgroup_call(*grp, geom, NULL); if (!pinfo) { @@ -170,12 +173,14 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, /* Do we need to recalc the lightprobes? */ if (g_data->studiolight_index != sl->index || g_data->studiolight_rot_z != v3d->shading.studiolight_rot_z || + g_data->studiolight_intensity != v3d->shading.studiolight_intensity || g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution || g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp || g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) { stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD; g_data->studiolight_index = sl->index; g_data->studiolight_rot_z = v3d->shading.studiolight_rot_z; + g_data->studiolight_intensity = v3d->shading.studiolight_intensity; g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution; g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp; g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality; |