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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/blender/viewport.cpp
2026-08-12 04:47:48 -04:00

106 lines
3.7 KiB
C++

/* SPDX-FileCopyrightText: 2019-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "blender/viewport.h"
#include "blender/util.h"
#include "scene/pass.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "RNA_prototypes.hh"
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(blender::bScreen *b_screen,
blender::View3D *b_v3d,
bool use_developer_ui)
: BlenderViewportParameters()
{
if (!b_v3d) {
return;
}
blender::View3DShading shading = b_v3d->shading;
blender::PointerRNA v3d_rna_ptr = RNA_pointer_create_discrete(
&b_screen->id, blender::RNA_SpaceView3D, b_v3d);
blender::PointerRNA shading_rna_ptr = RNA_pointer_get(&v3d_rna_ptr, "shading");
/* 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 == blender::OB_RENDER) {
use_scene_world = shading.flag & blender::V3D_SHADING_SCENE_WORLD_RENDER;
use_scene_lights = shading.flag & blender::V3D_SHADING_SCENE_LIGHTS_RENDER;
if (!use_scene_world) {
studiolight_rotate_z = shading.studiolight_rot_z;
studiolight_intensity = shading.studiolight_intensity;
studiolight_background_alpha = shading.studiolight_background;
blender::PointerRNA selected_studiolight_rna_ptr = RNA_pointer_get(&shading_rna_ptr,
"selected_studio_light");
studiolight_path = RNA_string_get(&selected_studiolight_rna_ptr, "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;
blender::PointerRNA cycles_shading_ptr = RNA_pointer_get(&shading_rna_ptr, "cycles");
const string display_pass_identifier = get_enum_identifier(cycles_shading_ptr, "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(cycles_shading_ptr, "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