/* * 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), display_pass(PASS_COMBINED) { } BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d) : BlenderViewportParameters() { if (!b_v3d) { return; } BL::View3DShading shading = b_v3d.shading(); PointerRNA cshading = RNA_pointer_get(&shading.ptr, "cycles"); /* We only copy the shading parameters if we are in look-dev mode. * Otherwise defaults are being used. These defaults mimic normal render settings. */ if (shading.type() == BL::View3DShading::type_RENDERED) { use_scene_world = shading.use_scene_world_render(); use_scene_lights = shading.use_scene_lights_render(); if (!use_scene_world) { studiolight_rotate_z = shading.studiolight_rotate_z(); studiolight_intensity = shading.studiolight_intensity(); studiolight_background_alpha = shading.studiolight_background_alpha(); studiolight_path = shading.selected_studio_light().path(); } } /* Film. */ display_pass = (PassType)get_enum(cshading, "render_pass", -1, -1); } bool BlenderViewportParameters::shader_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; } bool BlenderViewportParameters::film_modified(const BlenderViewportParameters &other) const { return display_pass != other.display_pass; } bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const { return shader_modified(other) || film_modified(other); } bool BlenderViewportParameters::use_custom_shader() const { return !(use_scene_world && use_scene_lights); } PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector &passes) { if (b_v3d) { const BlenderViewportParameters viewport_parameters(b_v3d); const PassType display_pass = viewport_parameters.display_pass; passes.clear(); Pass::add(display_pass, passes); return display_pass; } return PASS_NONE; } CCL_NAMESPACE_END