forked from blender/blender
Implement Viewport render with material preview #56
@ -14,6 +14,14 @@ namespace blender::render::hydra {
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CLG_LOGREF_DECLARE_GLOBAL(LOG_RENDER_HYDRA_SCENE, "render.hydra.scene");
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CLG_LOGREF_DECLARE_GLOBAL(LOG_RENDER_HYDRA_SCENE, "render.hydra.scene");
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bool BlenderSceneDelegate::ShadingSettings::operator==(const ShadingSettings &other)
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{
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return use_scene_lights == other.use_scene_lights && use_scene_world == other.use_scene_world &&
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studiolight_name == other.studiolight_name &&
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studiolight_rotation == other.studiolight_rotation &&
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studiolight_intensity == other.studiolight_intensity;
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}
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BlenderSceneDelegate::BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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BlenderSceneDelegate::BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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pxr::SdfPath const &delegate_id,
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pxr::SdfPath const &delegate_id,
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Engine *engine)
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Engine *engine)
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@ -432,7 +440,7 @@ void BlenderSceneDelegate::check_updates()
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if (set_light_shading_settings()) {
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if (set_light_shading_settings()) {
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if (shading_settings.use_scene_lights) {
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if (shading_settings.use_scene_lights) {
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add_new_objects(true);
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add_new_objects();
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}
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}
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else {
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else {
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do_update_collection = true;
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do_update_collection = true;
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@ -512,7 +520,7 @@ void BlenderSceneDelegate::check_updates()
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}
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}
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}
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}
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void BlenderSceneDelegate::add_new_objects(bool only_lights)
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void BlenderSceneDelegate::add_new_objects()
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{
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{
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DEGObjectIterSettings settings = {0};
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DEGObjectIterSettings settings = {0};
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settings.depsgraph = depsgraph;
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settings.depsgraph = depsgraph;
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@ -535,16 +543,11 @@ void BlenderSceneDelegate::add_new_objects(bool only_lights)
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"Visibility: %s [%s]",
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"Visibility: %s [%s]",
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object->id.name,
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object->id.name,
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std::bitset<3>(BKE_object_visibility(object, deg_mode)).to_string().c_str());
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std::bitset<3>(BKE_object_visibility(object, deg_mode)).to_string().c_str());
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if (only_lights) {
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if (object_data(object_prim_id(object))) {
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if (object->type == OB_LAMP) {
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continue;
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update_objects(object);
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update_instancers(object);
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}
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}
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else {
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update_objects(object);
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update_instancers(object);
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}
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}
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update_objects(object);
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update_instancers(object);
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}
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}
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ITER_END;
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ITER_END;
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}
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}
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@ -569,10 +572,13 @@ void BlenderSceneDelegate::remove_unused_objects()
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Object *,
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Object *,
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object)
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object)
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{
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{
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available_objects.add(instancer_prim_id(object).GetName());
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if (ObjectData::is_supported(object)) {
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if (ObjectData::is_supported(object)) {
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if (!shading_settings.use_scene_lights && object->type == OB_LAMP) {
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continue;
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}
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available_objects.add(object_prim_id(object).GetName());
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available_objects.add(object_prim_id(object).GetName());
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}
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}
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available_objects.add(instancer_prim_id(object).GetName());
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}
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}
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ITER_END;
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ITER_END;
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@ -591,9 +597,6 @@ void BlenderSceneDelegate::remove_unused_objects()
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/* Remove unused objects */
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/* Remove unused objects */
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objects_.remove_if([&](auto item) {
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objects_.remove_if([&](auto item) {
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bool ret = !available_objects.contains(item.key.GetName());
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bool ret = !available_objects.contains(item.key.GetName());
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if (!shading_settings.use_scene_lights && ((Object *)item.value->id)->type == OB_LAMP) {
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ret = true;
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}
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if (ret) {
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if (ret) {
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item.value->remove();
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item.value->remove();
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}
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}
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@ -681,16 +684,15 @@ bool BlenderSceneDelegate::set_light_shading_settings()
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
Outdated
Review
```
if (!view3d) {
return false;
}
.....
return !(shading_settings == prev_settings);
```
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bool BlenderSceneDelegate::set_world_shading_settings()
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bool BlenderSceneDelegate::set_world_shading_settings()
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{
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{
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
simplify by using add
simplify by using add `operator==()` and copy constructor to ShadingSettings
```
ShadingSettings prev_settings(shading_settings);
shading_settings. ....
return shading_settings != prev_settings;
```
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bool ret = false;
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if (!view3d) {
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if (view3d) {
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return false;
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ShadingSettings prev_settings(shading_settings);
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shading_settings.use_scene_world = V3D_USES_SCENE_WORLD(view3d);
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shading_settings.studiolight_name = view3d->shading.lookdev_light;
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shading_settings.studiolight_rotation = view3d->shading.studiolight_rot_z;
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shading_settings.studiolight_intensity = view3d->shading.studiolight_intensity;
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ret = shading_settings != prev_settings;
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}
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}
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return ret;
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ShadingSettings prev_settings(shading_settings);
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shading_settings.use_scene_world = V3D_USES_SCENE_WORLD(view3d);
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shading_settings.studiolight_name = view3d->shading.lookdev_light;
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shading_settings.studiolight_rotation = view3d->shading.studiolight_rot_z;
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shading_settings.studiolight_intensity = view3d->shading.studiolight_intensity;
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return !(shading_settings == prev_settings);
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}
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}
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} // namespace blender::render::hydra
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} // namespace blender::render::hydra
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@ -44,22 +44,7 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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float studiolight_rotation;
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float studiolight_rotation;
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float studiolight_intensity;
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float studiolight_intensity;
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
```
bool use_scene_lights = true;
bool use_scene_world = true;
std::string studiolight_name;
float studiolight_rotation;
floatstudiolight_intensity;
```
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bool operator==(const ShadingSettings &other)
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bool operator==(const ShadingSettings &other);
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
move implementation to blender_scene_delegate.cc move implementation to blender_scene_delegate.cc
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{
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return use_scene_lights == other.use_scene_lights &&
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use_scene_world == other.use_scene_world &&
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studiolight_name == other.studiolight_name &&
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studiolight_rotation == other.studiolight_rotation &&
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studiolight_intensity == other.studiolight_intensity;
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}
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bool operator!=(const ShadingSettings &other)
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{
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return use_scene_lights != other.use_scene_lights ||
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use_scene_world != other.use_scene_world ||
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studiolight_name != other.studiolight_name ||
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studiolight_rotation != other.studiolight_rotation ||
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studiolight_intensity != other.studiolight_intensity;
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}
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};
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};
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BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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@ -116,7 +101,7 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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void update_instancers(Object *object);
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void update_instancers(Object *object);
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void update_world();
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void update_world();
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
Move this new settings to internal Move this new settings to internal `struct ShadingSettings`
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void check_updates();
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void check_updates();
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void add_new_objects(bool only_lights = false);
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void add_new_objects();
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void remove_unused_objects();
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void remove_unused_objects();
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void update_visibility();
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void update_visibility();
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
remove parameter remove parameter `view3d`
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bool set_light_shading_settings();
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bool set_light_shading_settings();
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@ -272,11 +272,6 @@ void InstancerData::check_remove(Set<std::string> &available_objects)
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light_instances_.remove_if([&](auto item) {
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light_instances_.remove_if([&](auto item) {
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bool res = !available_objects.contains(item.key.GetName());
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bool res = !available_objects.contains(item.key.GetName());
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if (!scene_delegate_->shading_settings.use_scene_lights &&
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((Object *)item.value.data->id)->type == OB_LAMP)
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{
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res = true;
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}
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if (res) {
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if (res) {
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
use use `scene_delegate_->shading_settings.use_scene_lights`
Bogdan Nagirniak
commented
lights shouldn't be in available_objects, this can be reverted lights shouldn't be in available_objects, this can be reverted
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item.value.transforms.clear();
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item.value.transforms.clear();
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update_light_instance(item.value);
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update_light_instance(item.value);
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@ -117,19 +117,17 @@ void WorldData::init()
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}
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}
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}
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}
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else {
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else {
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if (scene_delegate_->view3d && !scene_delegate_->shading_settings.use_scene_world) {
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StudioLight *sl = BKE_studiolight_find(
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
thif thif `if` can be removed
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StudioLight *sl = BKE_studiolight_find(
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scene_delegate_->shading_settings.studiolight_name.c_str(),
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scene_delegate_->shading_settings.studiolight_name.c_str(),
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STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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if (sl != NULL && sl->flag & STUDIOLIGHT_TYPE_WORLD) {
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if (sl != NULL && sl->flag & STUDIOLIGHT_TYPE_WORLD) {
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texture_file = pxr::SdfAssetPath(sl->filepath, sl->filepath);
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texture_file = pxr::SdfAssetPath(sl->filepath, sl->filepath);
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transform *= pxr::GfMatrix4d(
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transform *= pxr::GfMatrix4d(
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pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, -1.0),
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pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, -1.0),
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RAD2DEGF(scene_delegate_->shading_settings.studiolight_rotation)),
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RAD2DEGF(scene_delegate_->shading_settings.studiolight_rotation)),
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pxr::GfVec3d());
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pxr::GfVec3d());
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/* coefficient to follow Cycles result */
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/* coefficient to follow Cycles result */
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intensity = scene_delegate_->shading_settings.studiolight_intensity / 2;
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intensity = scene_delegate_->shading_settings.studiolight_intensity / 2;
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}
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}
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}
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}
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}
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