Viewport: in Lookdev shading, disable scene lights and world by default.

Now we light with just a user defined HDRI by default, which is useful
for material setup and texture painting and lighting without having to
set up any scene lights.

Previously it would use the scene world without lights by default, which
in some files is just black.
This commit is contained in:
Brecht Van Lommel 2018-07-06 18:53:51 +02:00
parent aed09d4329
commit a6340a5068
Notes: blender-bot 2024-04-11 14:26:06 +02:00
Referenced by issue #66278, Material tab in Properties Editor Crashes Blender to desktop
Referenced by issue #55882, Crash: Sidebar (N) > Opening, Moving & Closing User Preferences Window
Referenced by issue #55871, Creating Armature > Single Bone makes 1st Mesh Object in Scene Invisible when Selected.
Referenced by issue #55855, Blender crashes
Referenced by issue #55843, Blender 2.8 consistent Crash
Referenced by issue #55835, Green Scale doesnt work with transfrom selected
Referenced by issue #55822, [2.8]  Crash when selecting materials
Referenced by issue #55823, [2.8] Crash with Curve modifier
Referenced by issue #55824, [2.8] Crash when opening files.
Referenced by issue #55826, Crash when add any type object in new scene link
Referenced by issue #55828, option lineset freestyle only show in first view layer
Referenced by issue #55811, Blender crash when nothing is selected and Ctrl+Tab is pressed
Referenced by issue #55813, Blender crashes when selecting the lamp settings tab
Referenced by issue #55815, Crash when clicking on Material tab
Referenced by issue #55805, f12 render crash eevee
Referenced by issue #55808, material & lamp properties crash
Referenced by issue #55809, Eevee crash on render (F12)
Referenced by issue #55810, Crashes Clicking Material Tab in Properties Editor with Eevee Selected
7 changed files with 43 additions and 22 deletions

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@ -3755,14 +3755,18 @@ class VIEW3D_PT_shading_lighting(Panel):
sub.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='PREFERENCES')
elif shading.type == 'MATERIAL':
row = layout.row()
row.template_icon_view(shading, "studio_light", show_labels=True)
sub = row.column()
sub.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='PREFERENCES')
if shading.selected_studio_light.orientation == 'WORLD':
layout.row().prop(shading, "studiolight_rotate_z")
layout.row().prop(shading, "studiolight_background_alpha")
layout.prop(shading, "use_scene_light")
col = layout.column(align=True)
col.prop(shading, "use_scene_lights")
col.prop(shading, "use_scene_world")
if not shading.use_scene_world:
row = layout.row()
row.template_icon_view(shading, "studio_light", show_labels=True)
sub = row.column()
sub.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='PREFERENCES')
if shading.selected_studio_light.orientation == 'WORLD':
layout.row().prop(shading, "studiolight_rotate_z")
layout.row().prop(shading, "studiolight_background_alpha")
class VIEW3D_PT_shading_color(Panel):

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@ -103,7 +103,7 @@ enum StudioLightFlag {
#define STUDIOLIGHT_FLAG_ALL (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_EXTERNAL_FILE)
#define STUDIOLIGHT_FLAG_ORIENTATIONS (STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD | STUDIOLIGHT_ORIENTATION_VIEWNORMAL)
#define STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_WORLD)
#define STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE (STUDIOLIGHT_ORIENTATION_WORLD)
#define STUDIOLIGHT_ORIENTATIONS_SOLID (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD)
typedef void StudioLightFreeFunction(struct StudioLight *, void *data);

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@ -41,9 +41,9 @@ void EEVEE_lookdev_cache_init(
EEVEE_StorageList *stl = vedata->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (LOOK_DEV_MODE_ENABLED(v3d)) {
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_WORLD);
if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl && (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
GPUTexture *tex = NULL;

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@ -95,7 +95,8 @@ extern struct DrawEngineType draw_engine_eevee_type;
#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->drawtype == OB_MATERIAL))
#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHT))))
#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS))))
#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && !(v3d->shading.flag & V3D_SHADING_SCENE_WORLD))
/* World shader variations */
enum {

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@ -361,10 +361,11 @@ enum {
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
V3D_SHADING_XRAY = (1 << 1),
V3D_SHADING_SHADOW = (1 << 2),
V3D_SHADING_SCENE_LIGHT = (1 << 3),
V3D_SHADING_SCENE_LIGHTS = (1 << 3),
V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4),
V3D_SHADING_CAVITY = (1 << 5),
V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
V3D_SHADING_SCENE_WORLD = (1 << 7),
};
/* View3DShading->color_type */

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@ -800,8 +800,13 @@ static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
flag = STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE;
}
StudioLight *sl = BKE_studiolight_find(dna_storage, flag);
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
return sl->index;
if (sl) {
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
return sl->index;
}
else {
return 0;
}
}
static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
@ -818,7 +823,9 @@ static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
flag = STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE;
}
StudioLight *sl = BKE_studiolight_findindex(value, flag);
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
if (sl) {
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
}
}
static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(
@ -846,8 +853,10 @@ static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(
bool show_studiolight = false;
if (sl->flag & STUDIOLIGHT_INTERNAL) {
/* always show internal lights */
show_studiolight = true;
/* always show internal lights for solid */
if (v3d->drawtype == OB_SOLID) {
show_studiolight = true;
}
}
else {
switch (v3d->drawtype) {
@ -2479,10 +2488,16 @@ 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, "use_scene_light", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SCENE_LIGHT);
prop = RNA_def_property(srna, "use_scene_lights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SCENE_LIGHTS);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene Light", "Render lights and light probes of the scene");
RNA_def_property_ui_text(prop, "Scene Lights", "Render lights and light probes of the scene");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "use_scene_world", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SCENE_WORLD);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene World", "Use scene world for lighting");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "show_specular_highlight", PROP_BOOLEAN, PROP_NONE);