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-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c17
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;