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-rw-r--r--release/scripts/startup/bl_ui/properties_scene.py1
-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py3
-rw-r--r--source/blender/blenkernel/intern/studiolight.c31
-rw-r--r--source/blender/blenloader/intern/versioning_280.c18
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl16
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl16
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c29
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c18
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c5
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h6
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c1
-rw-r--r--source/blender/makesdna/DNA_scene_types.h3
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h11
-rw-r--r--source/blender/makesrna/intern/rna_scene.c9
-rw-r--r--source/blender/makesrna/intern/rna_space.c6
19 files changed, 134 insertions, 49 deletions
diff --git a/release/scripts/startup/bl_ui/properties_scene.py b/release/scripts/startup/bl_ui/properties_scene.py
index 545d0d696dc..4f3b293faa3 100644
--- a/release/scripts/startup/bl_ui/properties_scene.py
+++ b/release/scripts/startup/bl_ui/properties_scene.py
@@ -442,6 +442,7 @@ class SCENE_PT_viewport_display(SceneButtonsPanel, Panel):
scene = context.scene
layout.prop(scene.display, "light_direction", text="")
layout.prop(scene.display, "shadow_shift")
+ layout.prop(scene.display, "roughness")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 0841f914e7e..c2a1037de32 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -3527,6 +3527,9 @@ class VIEW3D_PT_shading(Panel):
if shading.studio_light_orientation == 'WORLD':
col.row().prop(shading, "studiolight_rot_z")
+ row = col.row()
+ row.prop(shading, "show_specular_highlights")
+
col.separator()
row = col.row()
diff --git a/source/blender/blenkernel/intern/studiolight.c b/source/blender/blenkernel/intern/studiolight.c
index 2cdffb88212..4e7a0b2b9c5 100644
--- a/source/blender/blenkernel/intern/studiolight.c
+++ b/source/blender/blenkernel/intern/studiolight.c
@@ -57,7 +57,7 @@
static ListBase studiolights;
#define STUDIOLIGHT_EXTENSIONS ".jpg", ".hdr"
#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 8
-#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 64
+#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 32
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT * 2)
static const char *STUDIOLIGHT_CAMERA_FOLDER = "studiolights/camera/";
@@ -430,30 +430,27 @@ static void studiolight_calculate_light_direction(StudioLight *sl)
sl->light_direction[2] = -1.0f;
if ((sl->flag & STUDIOLIGHT_EXTERNAL_FILE) && (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
- ImBuf *ibuf = NULL;
- ibuf = IMB_loadiffname(sl->path, 0, NULL);
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
+ ImBuf *ibuf = sl->equirectangular_irradiance_buffer;
if (ibuf) {
- IMB_float_from_rect(ibuf);
/* go over every pixel, determine light, if higher calc direction off the light */
- float col[4];
- float direction[3];
float new_light;
- for (int y = 0; y < ibuf->y; y ++) {
- for (int x = 0; x < ibuf->x; x ++) {
- nearest_interpolation_color_wrap(ibuf, NULL, col, x, y);
- new_light = col[0] + col[1] + col[2];
+ float *color = ibuf->rect_float;
+ for (int y = 0; y < STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT; y ++) {
+ for (int x = 0; x < STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH; x ++) {
+ new_light = color[0] + color[1] + color[2];
if (new_light > best_light) {
- float u = x / (float)ibuf->x;
- float v = y / (float)ibuf->y;
- equirectangular_to_direction(direction, u, v);
- sl->light_direction[0] = direction[1];
- sl->light_direction[1] = direction[0];
- sl->light_direction[2] = direction[2];
+ float u = x / (float)STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH;
+ float v = y / (float)STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT;
+ equirectangular_to_direction(sl->light_direction, u, v);
+ SWAP(float, sl->light_direction[0], sl->light_direction[1]);
+ normalize_v3(sl->light_direction);
+ negate_v3(sl->light_direction);
best_light = new_light;
}
+ color += 4;
}
}
- IMB_freeImBuf(ibuf);
}
}
sl->flag |= STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED;
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index bdac8067bb5..a4b5f53e0eb 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -1494,4 +1494,22 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
+
+ {
+ if (!DNA_struct_elem_find(fd->filesdna, "SceneDisplay", "float", "roughness")) {
+ for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
+ scene->display.roughness = 0.0f;
+ }
+ for (bScreen *screen = main->screen.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_SPECULAR_HIGHLIGHTS;
+ }
+ }
+ }
+ }
+ }
+ }
}
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 9bd240afe3a..0889ce9a334 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -149,7 +149,7 @@ static void eevee_cache_populate(void *vedata, Object *ob)
}
}
else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
- /* do not add any light sources to the cache */
+ /* do not add any scene light sources to the cache */
}
else if (ob->type == OB_LIGHTPROBE) {
if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index d0b1c580e5f..c826a5b82fa 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -8,4 +8,6 @@ struct WorldData {
vec4 background_color_low;
vec4 background_color_high;
vec4 object_outline_color;
+ vec4 light_direction_vs;
+ float specular_sharpness;
};
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 35867a566f1..525b934d3be 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -10,7 +10,6 @@ uniform float lightMultiplier;
uniform float shadowShift = 0.1;
uniform mat3 normalWorldMatrix;
-uniform vec3 lightDirection; /* light direction in view space */
layout(std140) uniform world_block {
WorldData world_data;
@@ -57,14 +56,17 @@ void main()
#ifdef V3D_LIGHTING_STUDIO
-#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
+ #ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
-#endif
-#ifdef STUDIOLIGHT_ORIENTATION_WORLD
+ #endif
+
+ #ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
-#endif
- vec3 shaded_color = diffuse_light * diffuse_color.rgb;
+ #endif
+
+ vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
+ vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
#else /* V3D_LIGHTING_STUDIO */
vec3 shaded_color = diffuse_color.rgb;
@@ -72,7 +74,7 @@ void main()
#endif /* V3D_LIGHTING_STUDIO */
#ifdef V3D_SHADING_SHADOW
- float shadow_mix = step(-shadowShift, dot(normal_viewport, lightDirection));
+ float shadow_mix = step(-shadowShift, dot(normal_viewport, world_data.light_direction_vs.xyz));
float light_multiplier;
light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 309ae063284..6585bac9289 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -36,7 +36,9 @@ void main()
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
- vec3 shaded_color = diffuse_light * diffuse_color.rgb;
+
+ vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
+ vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
#else /* V3D_LIGHTING_STUDIO */
vec3 shaded_color = diffuse_color.rgb;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
index 6507f1ec707..7e476080b64 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -18,3 +18,19 @@ vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.z, 0.0, 1.0));
return result.xyz;
}
+
+/* N And I are in View Space. */
+vec3 get_world_specular_light(WorldData world_data, vec3 N, vec3 I)
+{
+#ifdef V3D_SHADING_SPECULAR_HIGHLIGHTS
+ vec3 reflection_vector = reflect(I, N);
+ vec3 specular_light = vec3(1.0);
+ /* Simple frontal specular highlights. */
+ float specular_influence = pow(max(0.0, dot(world_data.light_direction_vs.xyz, reflection_vector)), world_data.specular_sharpness);
+ vec3 specular_color = specular_light * specular_influence;
+
+#else /* V3D_SHADING_SPECULAR_HIGHLIGHTS */
+ vec3 specular_color = vec3(0.0);
+#endif /* V3D_SHADING_SPECULAR_HIGHLIGHTS */
+ return specular_color;
+}
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index bbd8c57a5b9..062a5b04988 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -5,6 +5,7 @@
void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
wpd->material_hash = BLI_ghash_ptr_new(__func__);
View3D *v3d = draw_ctx->v3d;
@@ -36,10 +37,38 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
wd->object_outline_color[3] = 1.0f;
+ wd->specular_sharpness = 100 - sqrtf(scene->display.roughness)* 100;
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
}
+void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3])
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+
+#if 0
+ if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
+ BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
+ float rot_matrix[3][3];
+ axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
+ mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
+ }
+ else {
+#else
+ {
+#endif
+ copy_v3_v3(light_direction, scene->display.light_direction);
+ negate_v3(light_direction);
+ }
+
+ float view_matrix[4][4];
+ DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
+ mul_v3_mat3_m4v3(wpd->world_data.light_direction_vs, view_matrix, light_direction);
+ wpd->world_data.light_direction_vs[3] = 0.0;
+ DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
+}
+
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 6a96822984d..f0494325475 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -304,22 +304,10 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
select_deferred_shaders(wpd);
/* Deferred Mix Pass */
{
- copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
- negate_v3(e_data.display.light_direction);
-#if 0
- if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
- BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
- float rot_matrix[3][3];
- // float dir[3] = {0.57, 0.57, -0.57};
- axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
- mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
- }
-#endif
- float view_matrix[4][4];
- DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
- mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction);
+ workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
e_data.display.shadow_shift = scene->display.shadow_shift;
+ copy_v3_v3(e_data.light_direction_vs, wpd->world_data.light_direction_vs);
if (SHADOW_ENABLED(wpd)) {
psl->composite_pass = DRW_pass_create(
@@ -327,7 +315,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_stencil_mask(grp, 0x00);
- DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
@@ -368,7 +355,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
DRW_shgroup_stencil_mask(grp, 0x00);
workbench_composite_uniforms(wpd, grp);
- DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index d2c262bc4ac..4ba6ee3fdc9 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -252,6 +252,8 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
}
WORKBENCH_PrivateData *wpd = stl->g_data;
workbench_private_data_init(wpd);
+ float light_direction[3];
+ workbench_private_data_get_light_direction(wpd, light_direction);
if (!e_data.next_object_id) {
e_data.next_object_id = 1;
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 6028d3816d4..2dffafbe409 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -52,6 +52,9 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
if (wpd->shading.flag & V3D_SHADING_SHADOW) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
}
+ if (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHTS) {
+ BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHTS\n");
+ }
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
@@ -107,7 +110,7 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
{
- const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW;
+ const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW | V3D_SHADING_SPECULAR_HIGHLIGHTS;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
index = (index << 2);
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index bffac99c6d7..918715581d9 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -37,7 +37,7 @@
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
-#define MAX_SHADERS 255
+#define MAX_SHADERS 512
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
@@ -106,6 +106,9 @@ typedef struct WORKBENCH_UBO_World {
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];
+ float light_direction_vs[4];
+ float specular_sharpness;
+ float pad[3];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
@@ -209,6 +212,7 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, Object *ob,
/* workbench_data.c */
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
+void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3]);
extern DrawEngineType draw_engine_workbench_solid;
extern DrawEngineType draw_engine_workbench_transparent;
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index b50eac7e2ed..eec9e310e4c 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -323,6 +323,7 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
v3d->gridlines = 16;
v3d->gridsubdiv = 10;
v3d->drawtype = OB_SOLID;
+ v3d->shading.flag = V3D_SHADING_SPECULAR_HIGHLIGHTS;
v3d->shading.light = V3D_LIGHTING_STUDIO;
v3d->shading.shadow_intensity = 0.5;
copy_v3_fl(v3d->shading.single_color, 0.8f);
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index d51c4912c5c..3a7e6d0b4b1 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -1371,6 +1371,7 @@ typedef struct DisplaySafeAreas {
typedef struct SceneDisplay {
float light_direction[3]; /* light direction for shadows/highlight */
float shadow_shift;
+ float roughness; /* Roughness for the specular highlights */
int matcap_icon;
int matcap_type;
@@ -1384,6 +1385,8 @@ typedef struct SceneDisplay {
float matcap_ssao_factor_edge;
float matcap_hair_brightness_randomness;
int matcap_ssao_samples;
+
+ int pad;
} SceneDisplay;
typedef struct SceneEEVEE {
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index b0c7cbb7d1d..a458d053813 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -148,7 +148,7 @@ typedef struct View3DShading {
float studiolight_background;
float object_outline_color[3];
- float pad3;
+ float pad2;
} View3DShading;
/* 3D Viewport Overlay setings */
@@ -337,10 +337,11 @@ enum {
/* View3DShading->flag */
enum {
- V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
- V3D_SHADING_XRAY = (1 << 1),
- V3D_SHADING_SHADOW = (1 << 2),
- V3D_SHADING_SCENE_LIGHT = (1 << 3),
+ V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
+ V3D_SHADING_XRAY = (1 << 1),
+ V3D_SHADING_SHADOW = (1 << 2),
+ V3D_SHADING_SCENE_LIGHT = (1 << 3),
+ V3D_SHADING_SPECULAR_HIGHLIGHTS = (1 << 4),
};
/* View3DShading->single_color_type */
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index 1530c7fc483..a8192e8c281 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -5726,6 +5726,15 @@ static void rna_def_scene_display(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_set_update");
+ prop = RNA_def_property(srna, "roughness", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "roughness");
+ RNA_def_property_float_default(prop, 0.0);
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 2);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_ui_text(prop, "Roughness", "Roughness for the specular highlights");
+ RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_set_update");
+
#ifdef WITH_CLAY_ENGINE
/* Matcap. */
prop = RNA_def_property(srna, "matcap_icon", PROP_ENUM, PROP_NONE);
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 94181a1a600..c1096626abb 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -2342,6 +2342,12 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Scene Light", "Render lamps and light probes of the scene");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+ prop = RNA_def_property(srna, "show_specular_highlights", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SPECULAR_HIGHLIGHTS);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_ui_text(prop, "Specular Highlights", "Render specular highlights");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
prop = RNA_def_property(srna, "object_outline_color", PROP_FLOAT, PROP_COLOR);
RNA_def_property_float_sdna(prop, NULL, "shading.object_outline_color");
RNA_def_property_array(prop, 3);