EEVEE: LookDev use_scene_light draw option
Scene lights are rendered when - v3d is not available - or shading type is other then OB_MATERIAL - or shading type is OB_MATERIAL and use_scene_light is true
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a0b08e7b66
Notes:
blender-bot
2023-02-14 05:48:57 +01:00
Referenced by issue #55245, View layers bug on multiple windows after undo Referenced by issue #55242, Selecting infinitely thin objects that are perpendicular to the view is not possible (without wireframe) Referenced by issue #55244, Parenting object(s) to curve crashes blender
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@ -3549,6 +3549,7 @@ class VIEW3D_PT_shading(Panel):
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col.row().template_icon_view(shading, "studio_light")
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if shading.studio_light_orientation == 'WORLD':
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col.row().prop(shading, "studiolight_rot_z")
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col.row().prop(shading, "use_scene_light")
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class VIEW3D_PT_overlay(Panel):
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@ -148,6 +148,9 @@ static void eevee_cache_populate(void *vedata, Object *ob)
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EEVEE_lights_cache_shcaster_object_add(sldata, ob);
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}
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}
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else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
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/* do not add any light sources to the cache */
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}
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else if (ob->type == OB_LIGHTPROBE) {
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if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
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/* TODO: Special case for dupli objects because we cannot save the object pointer. */
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@ -1633,7 +1633,7 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
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/* Look-Dev */
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const View3D *v3d = draw_ctx->v3d;
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if (v3d && v3d->drawtype == OB_MATERIAL) {
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if (LOOK_DEV_OVERLAY_ENABLED(v3d)) {
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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EEVEE_LampsInfo *linfo = sldata->lamps;
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struct Gwn_Batch *sphere = DRW_cache_sphere_get();
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@ -93,7 +93,9 @@ extern struct DrawEngineType draw_engine_eevee_type;
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} ((void)0)
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#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
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#define LOOK_DEV_OVERLAY_ENABLED(v3d) (OVERLAY_ENABLED(v3d) && ((v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV) > 0))
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#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->drawtype == OB_MATERIAL))
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#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && ((v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV) > 0))
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#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHT))))
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/* World shader variations */
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enum {
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@ -338,8 +338,9 @@ enum {
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/* View3DShading->flag */
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enum {
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V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
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V3D_SHADING_XRAY = (1 << 1),
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V3D_SHADING_XRAY = (1 << 1),
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V3D_SHADING_SHADOW = (1 << 2),
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V3D_SHADING_SCENE_LIGHT = (1 << 3),
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};
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/* View3DShading->single_color_type */
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@ -2330,6 +2330,12 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "X-Ray", "Show whole scene transparent");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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prop = RNA_def_property(srna, "use_scene_light", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SCENE_LIGHT);
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RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
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RNA_def_property_ui_text(prop, "Scene Light", "Render lamps and light probes of the scene");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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prop = RNA_def_property(srna, "object_outline_color", PROP_FLOAT, PROP_COLOR);
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RNA_def_property_float_sdna(prop, NULL, "shading.object_outline_color");
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RNA_def_property_array(prop, 3);
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