Implement Viewport render with material preview #56

Merged
Bogdan Nagirniak merged 22 commits from BLEN-421 into hydra-render 2023-06-30 09:03:28 +02:00
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@ -426,8 +426,7 @@ void BlenderSceneDelegate::check_updates()
bool do_update_visibility = false;
bool do_update_world = false;
if (set_world_shading_settings(view3d))
{
if (set_world_shading_settings(view3d)) {
do_update_world = true;
}
@ -672,8 +671,7 @@ bool BlenderSceneDelegate::set_light_shading_settings(View3D const *view3d)
{
bool ret = false;
if (view3d) {
if (shading_settings.use_scene_lights != V3D_USES_SCENE_LIGHTS(view3d))
{
if (shading_settings.use_scene_lights != V3D_USES_SCENE_LIGHTS(view3d)) {
shading_settings.use_scene_lights = V3D_USES_SCENE_LIGHTS(view3d);
ret = true;
}
@ -688,14 +686,12 @@ bool BlenderSceneDelegate::set_world_shading_settings(View3D const *view3d)
if (shading_settings.shading_flag != view3d->shading.flag ||
BogdanNagirniak marked this conversation as resolved Outdated

simplify by using add operator==() and copy constructor to ShadingSettings

ShadingSettings prev_settings(shading_settings);
shading_settings. ....
return shading_settings != prev_settings;
simplify by using add `operator==()` and copy constructor to ShadingSettings ``` ShadingSettings prev_settings(shading_settings); shading_settings. .... return shading_settings != prev_settings; ```
shading_settings.lookdev_light != view3d->shading.lookdev_light ||
shading_settings.rotation != view3d->shading.studiolight_rot_z ||
shading_settings.intensity != view3d->shading.studiolight_intensity
)
shading_settings.intensity != view3d->shading.studiolight_intensity)
{
shading_settings.shading_flag = view3d->shading.flag;
shading_settings.lookdev_light = view3d->shading.lookdev_light;
shading_settings.rotation = view3d->shading.studiolight_rot_z;
shading_settings.intensity = view3d->shading.studiolight_intensity;
ret = true;
}
}