/* SPDX-License-Identifier: Apache-2.0 * Copyright 2019-2022 Blender Foundation */ #include "blender/viewport.h" #include "blender/util.h" #include "scene/pass.h" #include "util/log.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), show_active_pixels(false) { } BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d, bool use_developer_ui) : 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. */ /* Lookup display pass based on the enum identifier. * This is because integer values of python enum are not aligned with the passes definition in * the kernel. */ display_pass = PASS_COMBINED; const string display_pass_identifier = get_enum_identifier(cshading, "render_pass"); if (!display_pass_identifier.empty()) { const ustring pass_type_identifier(string_to_lower(display_pass_identifier)); const NodeEnum *pass_type_enum = Pass::get_type_enum(); if (pass_type_enum->exists(pass_type_identifier)) { display_pass = static_cast((*pass_type_enum)[pass_type_identifier]); } } if (use_developer_ui) { show_active_pixels = get_boolean(cshading, "show_active_pixels"); } } 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 || show_active_pixels != other.show_active_pixels; } 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); } CCL_NAMESPACE_END