106 lines
3.7 KiB
C++
106 lines
3.7 KiB
C++
/* SPDX-FileCopyrightText: 2019-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "blender/viewport.h"
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#include "blender/util.h"
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#include "scene/pass.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "RNA_prototypes.hh"
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CCL_NAMESPACE_BEGIN
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BlenderViewportParameters::BlenderViewportParameters()
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: use_scene_world(true),
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use_scene_lights(true),
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studiolight_rotate_z(0.0f),
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studiolight_intensity(1.0f),
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studiolight_background_alpha(1.0f),
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display_pass(PASS_COMBINED),
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show_active_pixels(false)
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{
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}
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BlenderViewportParameters::BlenderViewportParameters(blender::bScreen *b_screen,
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blender::View3D *b_v3d,
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bool use_developer_ui)
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: BlenderViewportParameters()
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{
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if (!b_v3d) {
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return;
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}
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blender::View3DShading shading = b_v3d->shading;
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blender::PointerRNA v3d_rna_ptr = RNA_pointer_create_discrete(
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&b_screen->id, blender::RNA_SpaceView3D, b_v3d);
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blender::PointerRNA shading_rna_ptr = RNA_pointer_get(&v3d_rna_ptr, "shading");
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/* We only copy the shading parameters if we are in look-dev mode.
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* Otherwise defaults are being used. These defaults mimic normal render settings. */
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if (shading.type == blender::OB_RENDER) {
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use_scene_world = shading.flag & blender::V3D_SHADING_SCENE_WORLD_RENDER;
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use_scene_lights = shading.flag & blender::V3D_SHADING_SCENE_LIGHTS_RENDER;
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if (!use_scene_world) {
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studiolight_rotate_z = shading.studiolight_rot_z;
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studiolight_intensity = shading.studiolight_intensity;
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studiolight_background_alpha = shading.studiolight_background;
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blender::PointerRNA selected_studiolight_rna_ptr = RNA_pointer_get(&shading_rna_ptr,
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"selected_studio_light");
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studiolight_path = RNA_string_get(&selected_studiolight_rna_ptr, "path");
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}
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}
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/* Film. */
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/* Lookup display pass based on the enum identifier.
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* This is because integer values of python enum are not aligned with the passes definition in
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* the kernel. */
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display_pass = PASS_COMBINED;
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blender::PointerRNA cycles_shading_ptr = RNA_pointer_get(&shading_rna_ptr, "cycles");
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const string display_pass_identifier = get_enum_identifier(cycles_shading_ptr, "render_pass");
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if (!display_pass_identifier.empty()) {
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const ustring pass_type_identifier(string_to_lower(display_pass_identifier));
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const NodeEnum *pass_type_enum = Pass::get_type_enum();
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if (pass_type_enum->exists(pass_type_identifier)) {
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display_pass = static_cast<PassType>((*pass_type_enum)[pass_type_identifier]);
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}
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}
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if (use_developer_ui) {
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show_active_pixels = get_boolean(cycles_shading_ptr, "show_active_pixels");
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}
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}
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bool BlenderViewportParameters::shader_modified(const BlenderViewportParameters &other) const
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{
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return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights ||
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studiolight_rotate_z != other.studiolight_rotate_z ||
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studiolight_intensity != other.studiolight_intensity ||
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studiolight_background_alpha != other.studiolight_background_alpha ||
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studiolight_path != other.studiolight_path;
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}
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bool BlenderViewportParameters::film_modified(const BlenderViewportParameters &other) const
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{
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return display_pass != other.display_pass || show_active_pixels != other.show_active_pixels;
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}
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bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
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{
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return shader_modified(other) || film_modified(other);
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}
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bool BlenderViewportParameters::use_custom_shader() const
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{
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return !(use_scene_world && use_scene_lights);
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}
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CCL_NAMESPACE_END
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