forked from blender/blender
Implement Viewport render with material preview #56
@ -359,7 +359,8 @@ void InstancerData::write_instances()
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LISTBASE_FOREACH (DupliObject *, dupli, lb) {
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Object *ob = dupli->ob;
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if (scene_delegate_->view3d && !V3D_USES_SCENE_LIGHTS(scene_delegate_->view3d) &&
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ob->type == OB_LAMP) {
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ob->type == OB_LAMP)
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{
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return;
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}
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if (!is_supported(ob) || !is_instance_visible(ob)) {
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@ -12,8 +12,8 @@
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#include <pxr/usd/usdLux/tokens.h>
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#include "BKE_context.h"
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#include "DNA_node_types.h"
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#include "DEG_depsgraph_query.h"
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Bogdan Nagirniak
commented
shouldn't be needed shouldn't be needed
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#include "DNA_node_types.h"
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#include "BKE_node.h"
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#include "BKE_node_runtime.hh"
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@ -55,7 +55,9 @@ void WorldData::init()
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data_[pxr::UsdLuxTokens->orientToStageUpAxis] = true;
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eEvaluationMode deg_mode = DEG_get_mode(scene_delegate_->depsgraph);
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if (world->use_nodes && ((deg_mode == DAG_EVAL_VIEWPORT && scene_delegate_->view3d && V3D_USES_SCENE_WORLD(scene_delegate_->view3d)) || deg_mode == DAG_EVAL_RENDER))
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if (world->use_nodes && ((deg_mode == DAG_EVAL_VIEWPORT && scene_delegate_->view3d &&
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V3D_USES_SCENE_WORLD(scene_delegate_->view3d)) ||
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deg_mode == DAG_EVAL_RENDER))
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{
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/* TODO: Create nodes parsing system */
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if (ob->type == OB_LAMP && !scene_delegate_->shading_settings.use_scene_lights)