Implement Viewport render with material preview #56

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Bogdan Nagirniak merged 22 commits from BLEN-421 into hydra-render 2023-06-30 09:03:28 +02:00
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@ -118,16 +118,17 @@ void WorldData::init()
}
else {
if (scene_delegate_->view3d && !scene_delegate_->shading_settings.use_scene_world) {
BogdanNagirniak marked this conversation as resolved Outdated

thif if can be removed

thif `if` can be removed
StudioLight *sl = BKE_studiolight_find(scene_delegate_->view3d->shading.lookdev_light,
STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
StudioLight *sl = BKE_studiolight_find(
scene_delegate_->shading_settings.studiolight_name.c_str(),
STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl != NULL && sl->flag & STUDIOLIGHT_TYPE_WORLD) {
texture_file = pxr::SdfAssetPath(sl->filepath, sl->filepath);
transform *= pxr::GfMatrix4d(
pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, -1.0),
RAD2DEGF(scene_delegate_->view3d->shading.studiolight_rot_z)),
RAD2DEGF(scene_delegate_->shading_settings.studiolight_rotation)),
pxr::GfVec3d());
/* coefficient to follow Cycles result */
intensity = scene_delegate_->view3d->shading.studiolight_intensity / 2;
intensity = scene_delegate_->shading_settings.studiolight_intensity / 2;
}
}
}