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/*
* 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"
#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<PassType>((*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
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