forked from blender/blender
Implement Viewport render with material preview #56
@ -102,23 +102,22 @@ void WorldData::init()
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}
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}
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}
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else if (LOOK_DEV_STUDIO_LIGHT_ENABLED(scene_delegate_->view3d)) {
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else {
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float intensity = 1.0f;
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if (LOOK_DEV_STUDIO_LIGHT_ENABLED(scene_delegate_->view3d)) {
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StudioLight *sl = BKE_studiolight_find(scene_delegate_->view3d->shading.lookdev_light,
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STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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if (sl == NULL || (sl->flag & STUDIOLIGHT_TYPE_WORLD) == 0) {
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return;
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}
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if (sl != NULL && sl->flag & STUDIOLIGHT_TYPE_WORLD) {
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data_[pxr::HdLightTokens->textureFile] = pxr::SdfAssetPath(sl->filepath, sl->filepath);
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/* coefficient to follow Cycles result */
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data_[pxr::HdLightTokens->intensity] = scene_delegate_->view3d->shading.studiolight_intensity / 2;
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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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RAD2DEGF(scene_delegate_->view3d->shading.studiolight_rot_z)),
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pxr::GfVec3d());
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/* coefficient to follow Cycles result */
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intensity = scene_delegate_->view3d->shading.studiolight_intensity / 2;
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}
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else {
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data_[pxr::HdLightTokens->intensity] = 1.0f;
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}
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data_[pxr::HdLightTokens->intensity] = intensity;
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data_[pxr::HdLightTokens->exposure] = world->exposure;
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data_[pxr::HdLightTokens->color] = pxr::GfVec3f(world->horr, world->horg, world->horb);
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}
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