forked from blender/blender
Implement Viewport render with material preview #56
@ -75,8 +75,8 @@ std::string cache_or_get_image_file(Image *image, bContext *context, ImageUser *
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file_path = cache_image_file(image, context, iuser, true);
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file_path = cache_image_file(image, context, iuser, true);
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}
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}
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else {
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else {
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char str[FILE_MAX];
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Main *main = CTX_data_main(context);
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Main *main = CTX_data_main(context);
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char str[FILE_MAX];
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BogdanNagirniak marked this conversation as resolved
Outdated
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BKE_image_user_file_path_ex(main, iuser, image, str, false, true);
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BKE_image_user_file_path_ex(main, iuser, image, str, false, true);
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file_path = str;
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file_path = str;
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@ -85,7 +85,7 @@ std::string cache_or_get_image_file(Image *image, bContext *context, ImageUser *
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}
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}
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}
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}
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s -> %s", image->id.name, file_path);
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s -> %s", image->id.name, file_path.c_str());
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return file_path;
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return file_path;
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}
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}
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@ -45,7 +45,7 @@ void WorldData::init()
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data_[pxr::UsdLuxTokens->orientToStageUpAxis] = true;
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data_[pxr::UsdLuxTokens->orientToStageUpAxis] = true;
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float intensity = 1.0f;
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float intensity = 1.0f;
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float exposure = 0.0f;
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float exposure = 1.0f;
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pxr::GfVec3f color(1.0f, 1.0f, 1.0f);
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pxr::GfVec3f color(1.0f, 1.0f, 1.0f);
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pxr::SdfAssetPath texture_file;
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pxr::SdfAssetPath texture_file;
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