Viewport Shading: StudioLight Intensity

Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles

Reviewed By: brecht, fclem

Differential Revision: https://developer.blender.org/D5674
This commit is contained in:
Jeroen Bakker 2019-09-04 16:22:47 +02:00
parent f8362836a5
commit 1b287230a4
Notes: blender-bot 2023-02-14 05:01:20 +01:00
Referenced by issue #68928,  LookDev: Add a HDRI brightness slider to the pop-over
12 changed files with 53 additions and 7 deletions

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@ -2086,6 +2086,7 @@ class CYCLES_VIEW3D_PT_shading_lighting(Panel):
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_intensity")
col.prop(shading, "studiolight_background_alpha")

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@ -1347,6 +1347,14 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
texture_environment->filename = new_viewport_parameters.studiolight_path;
graph->add(texture_environment);
MixNode *mix_intensity = new MixNode();
mix_intensity->type = NODE_MIX_MUL;
mix_intensity->fac = 1.0f;
mix_intensity->color2 = make_float3(new_viewport_parameters.studiolight_intensity,
new_viewport_parameters.studiolight_intensity,
new_viewport_parameters.studiolight_intensity);
graph->add(mix_intensity);
TextureCoordinateNode *texture_coordinate = new TextureCoordinateNode();
graph->add(texture_coordinate);
@ -1359,10 +1367,10 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
graph->connect(texture_coordinate->output("Generated"),
texture_environment->input("Vector"));
graph->connect(texture_environment->output("Color"), mix_intensity->input("Color1"));
graph->connect(light_path->output("Is Camera Ray"), mix_scene_with_background->input("Fac"));
graph->connect(texture_environment->output("Color"),
mix_scene_with_background->input("Color1"));
graph->connect(texture_environment->output("Color"),
graph->connect(mix_intensity->output("Color"), mix_scene_with_background->input("Color1"));
graph->connect(mix_intensity->output("Color"),
mix_background_with_environment->input("Color2"));
graph->connect(mix_background_with_environment->output("Color"),
mix_scene_with_background->input("Color2"));

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@ -21,6 +21,7 @@ BlenderViewportParameters::BlenderViewportParameters()
: use_scene_world(true),
use_scene_lights(true),
studiolight_rotate_z(0.0f),
studiolight_intensity(1.0f),
studiolight_background_alpha(1.0f),
studiolight_path(ustring())
{
@ -36,6 +37,7 @@ BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
use_scene_lights = b_v3d.shading().use_scene_lights_render();
if (!use_scene_world) {
studiolight_rotate_z = b_v3d.shading().studiolight_rotate_z();
studiolight_intensity = b_v3d.shading().studiolight_intensity();
studiolight_background_alpha = b_v3d.shading().studiolight_background_alpha();
studiolight_path = b_v3d.shading().selected_studio_light().path();
}
@ -47,6 +49,7 @@ const bool BlenderViewportParameters::modified(const BlenderViewportParameters &
{
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;
}

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@ -31,6 +31,7 @@ class BlenderViewportParameters {
bool use_scene_world;
bool use_scene_lights;
float studiolight_rotate_z;
float studiolight_intensity;
float studiolight_background_alpha;
ustring studiolight_path;

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@ -5131,6 +5131,7 @@ class VIEW3D_PT_shading_lighting(Panel):
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_intensity")
col.prop(shading, "studiolight_background_alpha")
col = split.column() # to align properly with above
@ -5153,6 +5154,7 @@ class VIEW3D_PT_shading_lighting(Panel):
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_intensity")
col.prop(shading, "studiolight_background_alpha")
col = split.column() # to align properly with above

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@ -869,6 +869,7 @@ void BKE_screen_view3d_shading_init(View3DShading *shading)
shading->curvature_valley_factor = 1.0f;
copy_v3_fl(shading->single_color, 0.8f);
copy_v3_fl(shading->background_color, 0.05f);
shading->studiolight_intensity = 1.0f;
}
/* magic zoom calculation, no idea what

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@ -3767,7 +3767,6 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
{
/* Versioning code until next subversion bump goes here. */
for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
@ -3820,5 +3819,19 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
}
/* Added studiolight intensity */
if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "studiolight_intensity")) {
for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.studiolight_intensity = 1.0f;
}
}
}
}
}
}
}

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@ -151,6 +151,9 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix);
DRW_shgroup_uniform_float_copy(*grp, "backgroundAlpha", background_alpha);
DRW_shgroup_uniform_float(
*grp, "studioLightIntensity", &v3d->shading.studiolight_intensity, 1);
DRW_shgroup_uniform_vec3(*grp, "color", background_color, 1);
DRW_shgroup_call(*grp, geom, NULL);
if (!pinfo) {
@ -170,12 +173,14 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
/* Do we need to recalc the lightprobes? */
if (g_data->studiolight_index != sl->index ||
g_data->studiolight_rot_z != v3d->shading.studiolight_rot_z ||
g_data->studiolight_intensity != v3d->shading.studiolight_intensity ||
g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution ||
g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp ||
g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) {
stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
g_data->studiolight_index = sl->index;
g_data->studiolight_rot_z = v3d->shading.studiolight_rot_z;
g_data->studiolight_intensity = v3d->shading.studiolight_intensity;
g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution;
g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp;
g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality;

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@ -789,6 +789,7 @@ typedef struct EEVEE_PrivateData {
/* LookDev Settings */
int studiolight_index;
float studiolight_rot_z;
float studiolight_intensity;
int studiolight_cubemap_res;
float studiolight_glossy_clamp;
float studiolight_filter_quality;

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@ -8,6 +8,7 @@ out vec4 FragColor;
uniform mat3 StudioLightMatrix;
uniform sampler2D image;
uniform float studioLightBackground = 1.0;
uniform float studioLightIntensity = 1.0;
in vec3 viewPosition;
# define M_PI 3.14159265358979323846
@ -51,6 +52,7 @@ void main()
#ifdef LOOKDEV
vec3 worldvec = background_transform_to_world(viewPosition);
background_color = node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image).rgb;
background_color *= studioLightIntensity;
background_color = mix(color, background_color, studioLightBackground);
#else
background_color = color;

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@ -152,7 +152,7 @@ typedef struct View3DShading {
char background_type;
char cavity_type;
char wire_color_type;
char _pad[6];
char _pad[2];
/** FILE_MAXFILE. */
char studio_light[256];
@ -166,6 +166,7 @@ typedef struct View3DShading {
float studiolight_rot_z;
float studiolight_background;
float studiolight_intensity;
float object_outline_color[3];
float xray_alpha;
@ -178,7 +179,6 @@ typedef struct View3DShading {
float curvature_ridge_factor;
float curvature_valley_factor;
} View3DShading;
/** 3D Viewport Overlay settings. */

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@ -3112,9 +3112,18 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "studiolight_intensity", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "studiolight_intensity");
RNA_def_property_float_default(prop, 1.0f);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Strength", "Strength of the studiolight");
RNA_def_property_range(prop, 0.0f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.0f, 2.0f, 1, 3);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "studiolight_background_alpha", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "studiolight_background");
RNA_def_property_float_default(prop, 0.0);
RNA_def_property_float_default(prop, 0.0f);
RNA_def_property_ui_text(prop, "Background", "Show the studiolight in the background");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);