diff options
Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r-- | source/blender/editors/render/render_preview.c | 92 |
1 files changed, 77 insertions, 15 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c index bd4c83c107e..95351de45f0 100644 --- a/source/blender/editors/render/render_preview.c +++ b/source/blender/editors/render/render_preview.c @@ -47,6 +47,7 @@ #include "DNA_collection_types.h" #include "DNA_light_types.h" #include "DNA_material_types.h" +#include "DNA_mesh_types.h" #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" @@ -265,6 +266,11 @@ static const char *preview_collection_name(const ePreviewType pr_type) } } +static bool render_engine_supports_ray_visibility(const Scene *sce) +{ + return !STREQ(sce->r.engine, RE_engine_id_BLENDER_EEVEE); +} + static void switch_preview_collection_visibilty(ViewLayer *view_layer, const ePreviewType pr_type) { /* Set appropriate layer as visible. */ @@ -281,29 +287,60 @@ static void switch_preview_collection_visibilty(ViewLayer *view_layer, const ePr } } -static void switch_preview_floor_visibility(ViewLayer *view_layer, +static const char *preview_floor_material_name(const Scene *scene, + const ePreviewRenderMethod pr_method) +{ + if (pr_method == PR_ICON_RENDER && render_engine_supports_ray_visibility(scene)) { + return "FloorHidden"; + } + return "Floor"; +} + +static void switch_preview_floor_material(Main *pr_main, + Mesh *me, + const Scene *scene, + const ePreviewRenderMethod pr_method) +{ + if (me->totcol == 0) { + return; + } + + const char *material_name = preview_floor_material_name(scene, pr_method); + Material *mat = BLI_findstring(&pr_main->materials, material_name, offsetof(ID, name) + 2); + if (mat) { + me->mat[0] = mat; + } +} + +static void switch_preview_floor_visibility(Main *pr_main, + const Scene *scene, + ViewLayer *view_layer, const ePreviewRenderMethod pr_method) { /* Hide floor for icon renders. */ LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) { if (STREQ(base->object->id.name + 2, "Floor")) { + base->object->visibility_flag &= ~OB_HIDE_RENDER; if (pr_method == PR_ICON_RENDER) { - base->object->visibility_flag |= OB_HIDE_RENDER; + if (!render_engine_supports_ray_visibility(scene)) { + base->object->visibility_flag |= OB_HIDE_RENDER; + } } - else { - base->object->visibility_flag &= ~OB_HIDE_RENDER; + if (base->object->type == OB_MESH) { + switch_preview_floor_material(pr_main, base->object->data, scene, pr_method); } } } } -static void set_preview_visibility(Scene *scene, +static void set_preview_visibility(Main *pr_main, + Scene *scene, ViewLayer *view_layer, const ePreviewType pr_type, const ePreviewRenderMethod pr_method) { switch_preview_collection_visibilty(view_layer, pr_type); - switch_preview_floor_visibility(view_layer, pr_method); + switch_preview_floor_visibility(pr_main, scene, view_layer, pr_method); BKE_layer_collection_sync(scene, view_layer); } @@ -357,10 +394,31 @@ static ID *duplicate_ids(ID *id, const bool allow_failure) } } -static World *preview_get_world(Main *pr_main) +static const char *preview_world_name(const Scene *sce, + const ID_Type id_type, + const ePreviewRenderMethod pr_method) +{ + /* When rendering material icons the floor will not be shown in the output. Cycles will use a + * material trick to show the floor in the reflections, but hide the floor for camera rays. For + * Eevee we use a transparent world that has a projected grid. + * + * In the future when Eevee supports vulkan raytracing we can re-evaluate and perhaps remove this + * approximation. + */ + if (id_type == ID_MA && pr_method == PR_ICON_RENDER && + !render_engine_supports_ray_visibility(sce)) { + return "WorldFloor"; + } + return "World"; +} + +static World *preview_get_world(Main *pr_main, + const Scene *sce, + const ID_Type id_type, + const ePreviewRenderMethod pr_method) { World *result = NULL; - const char *world_name = "World"; + const char *world_name = preview_world_name(sce, id_type, pr_method); result = BLI_findstring(&pr_main->worlds, world_name, offsetof(ID, name) + 2); /* No world found return first world. */ @@ -380,9 +438,13 @@ static void preview_sync_exposure(World *dst, const World *src) dst->range = src->range; } -static World *preview_prepare_world(Main *pr_main, const World *world) +static World *preview_prepare_world(Main *pr_main, + const Scene *sce, + const World *world, + const ID_Type id_type, + const ePreviewRenderMethod pr_method) { - World *result = preview_get_world(pr_main); + World *result = preview_get_world(pr_main, sce, id_type, pr_method); if (world) { preview_sync_exposure(result, world); } @@ -436,7 +498,7 @@ static Scene *preview_prepare_scene( sce->r.cfra = scene->r.cfra; /* Setup the world. */ - sce->world = preview_prepare_world(pr_main, scene->world); + sce->world = preview_prepare_world(pr_main, sce, scene->world, id_type, sp->pr_method); if (id_type == ID_TE) { /* Texture is not actually rendered with engine, just set dummy value. */ @@ -458,7 +520,7 @@ static Scene *preview_prepare_scene( /* Use current scene world to light sphere. */ sce->world = preview_get_localized_world(sp, scene->world); } - else if (sce->world) { + else if (sce->world && sp->pr_method != PR_ICON_RENDER) { /* Use a default world color. Using the current * scene world can be slow if it has big textures. */ sce->world->use_nodes = false; @@ -472,7 +534,7 @@ static Scene *preview_prepare_scene( sp->pr_main == G_pr_main_grease_pencil) ? MA_SPHERE_A : mat->pr_type; - set_preview_visibility(sce, view_layer, preview_type, sp->pr_method); + set_preview_visibility(pr_main, sce, view_layer, preview_type, sp->pr_method); if (sp->pr_method != PR_ICON_RENDER) { if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) { @@ -536,7 +598,7 @@ static Scene *preview_prepare_scene( BLI_addtail(&pr_main->lights, la); } - set_preview_visibility(sce, view_layer, MA_LAMP, sp->pr_method); + set_preview_visibility(pr_main, sce, view_layer, MA_LAMP, sp->pr_method); if (sce->world) { /* Only use lighting from the light. */ @@ -571,7 +633,7 @@ static Scene *preview_prepare_scene( BLI_addtail(&pr_main->worlds, wrld); } - set_preview_visibility(sce, view_layer, MA_SKY, sp->pr_method); + set_preview_visibility(pr_main, sce, view_layer, MA_SKY, sp->pr_method); sce->world = wrld; if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) { |