/* * Copyright 2019 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "blender_viewport.h" #include "blender_util.h" CCL_NAMESPACE_BEGIN BlenderViewportParameters::BlenderViewportParameters() : use_scene_world(true), use_scene_lights(true), studiolight_rotate_z(0.0f), studiolight_intensity(1.0f), studiolight_background_alpha(1.0f), studiolight_path(ustring()) { } BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d) : BlenderViewportParameters() { /* We only copy the parameters if we are in look dev mode. otherwise * defaults are being used. These defaults mimic normal render settings */ if (b_v3d && b_v3d.shading().type() == BL::View3DShading::type_RENDERED) { use_scene_world = b_v3d.shading().use_scene_world_render(); use_scene_lights = b_v3d.shading().use_scene_lights_render(); if (!use_scene_world) { studiolight_rotate_z = b_v3d.shading().studiolight_rotate_z(); studiolight_intensity = b_v3d.shading().studiolight_intensity(); studiolight_background_alpha = b_v3d.shading().studiolight_background_alpha(); studiolight_path = b_v3d.shading().selected_studio_light().path(); } } } /* Check if two instances are different. */ const bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const { return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights || studiolight_rotate_z != other.studiolight_rotate_z || studiolight_intensity != other.studiolight_intensity || studiolight_background_alpha != other.studiolight_background_alpha || studiolight_path != other.studiolight_path; } const bool BlenderViewportParameters::custom_viewport_parameters() const { return !(use_scene_world && use_scene_lights); } PassType BlenderViewportParameters::get_viewport_display_render_pass(BL::SpaceView3D &b_v3d) { PassType display_pass = PASS_NONE; if (b_v3d) { BL::View3DShading b_view3dshading = b_v3d.shading(); PointerRNA cshading = RNA_pointer_get(&b_view3dshading.ptr, "cycles"); display_pass = (PassType)get_enum(cshading, "render_pass", -1, -1); } return display_pass; } PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector &passes) { if (b_v3d) { PassType display_pass = BlenderViewportParameters::get_viewport_display_render_pass(b_v3d); passes.clear(); Pass::add(display_pass, passes); return display_pass; } return PASS_NONE; } CCL_NAMESPACE_END