diff options
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lookdev.c | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index 2ca234ad5bd..5deaf4d4d68 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -198,6 +198,20 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup *grp = DRW_shgroup_create(shader, pass); axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z); + + float studiolight_matrix[3][3] = {{0.0f}}; + if (shading->flag & V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION) { + float view_matrix[4][4]; + float view_rot_matrix[3][3]; + float x_rot_matrix[3][3]; + DRW_view_viewmat_get(NULL, view_matrix, false); + copy_m3_m4(view_rot_matrix, view_matrix); + axis_angle_to_mat3_single(x_rot_matrix, 'X', M_PI / 2.0f); + mul_m3_m3m3(view_rot_matrix, x_rot_matrix, view_rot_matrix); + mul_m3_m3m3(view_rot_matrix, g_data->studiolight_matrix, view_rot_matrix); + copy_m3_m3(studiolight_matrix, view_rot_matrix); + } + DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix); if (probe_render) { @@ -222,6 +236,8 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, /* Do we need to recalc the lightprobes? */ if (g_data->studiolight_index != sl->index || + (shading->flag & V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION && + !equals_m3m3(g_data->studiolight_matrix, studiolight_matrix)) || g_data->studiolight_rot_z != shading->studiolight_rot_z || g_data->studiolight_intensity != shading->studiolight_intensity || g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution || @@ -229,6 +245,7 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) { stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD; g_data->studiolight_index = sl->index; + copy_m3_m3(g_data->studiolight_matrix, studiolight_matrix); g_data->studiolight_rot_z = shading->studiolight_rot_z; g_data->studiolight_intensity = shading->studiolight_intensity; g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution; |