Viewport: in Lookdev shading, disable scene lights and world by default.

Now we light with just a user defined HDRI by default, which is useful
for material setup and texture painting and lighting without having to
set up any scene lights.

Previously it would use the scene world without lights by default, which
in some files is just black.
This commit is contained in:
2018-07-06 18:53:51 +02:00
parent aed09d4329
commit a6340a5068
7 changed files with 43 additions and 22 deletions

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@@ -3755,14 +3755,18 @@ class VIEW3D_PT_shading_lighting(Panel):
sub.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='PREFERENCES')
elif shading.type == 'MATERIAL':
row = layout.row()
row.template_icon_view(shading, "studio_light", show_labels=True)
sub = row.column()
sub.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='PREFERENCES')
if shading.selected_studio_light.orientation == 'WORLD':
layout.row().prop(shading, "studiolight_rotate_z")
layout.row().prop(shading, "studiolight_background_alpha")
layout.prop(shading, "use_scene_light")
col = layout.column(align=True)
col.prop(shading, "use_scene_lights")
col.prop(shading, "use_scene_world")
if not shading.use_scene_world:
row = layout.row()
row.template_icon_view(shading, "studio_light", show_labels=True)
sub = row.column()
sub.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='PREFERENCES')
if shading.selected_studio_light.orientation == 'WORLD':
layout.row().prop(shading, "studiolight_rotate_z")
layout.row().prop(shading, "studiolight_background_alpha")
class VIEW3D_PT_shading_color(Panel):

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@@ -103,7 +103,7 @@ enum StudioLightFlag {
#define STUDIOLIGHT_FLAG_ALL (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_EXTERNAL_FILE)
#define STUDIOLIGHT_FLAG_ORIENTATIONS (STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD | STUDIOLIGHT_ORIENTATION_VIEWNORMAL)
#define STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_WORLD)
#define STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE (STUDIOLIGHT_ORIENTATION_WORLD)
#define STUDIOLIGHT_ORIENTATIONS_SOLID (STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD)
typedef void StudioLightFreeFunction(struct StudioLight *, void *data);

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@@ -41,9 +41,9 @@ void EEVEE_lookdev_cache_init(
EEVEE_StorageList *stl = vedata->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (LOOK_DEV_MODE_ENABLED(v3d)) {
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_WORLD);
if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl && (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
GPUTexture *tex = NULL;

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@@ -95,7 +95,8 @@ extern struct DrawEngineType draw_engine_eevee_type;
#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->drawtype == OB_MATERIAL))
#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHT))))
#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS))))
#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && !(v3d->shading.flag & V3D_SHADING_SCENE_WORLD))
/* World shader variations */
enum {

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@@ -361,10 +361,11 @@ enum {
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
V3D_SHADING_XRAY = (1 << 1),
V3D_SHADING_SHADOW = (1 << 2),
V3D_SHADING_SCENE_LIGHT = (1 << 3),
V3D_SHADING_SCENE_LIGHTS = (1 << 3),
V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4),
V3D_SHADING_CAVITY = (1 << 5),
V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
V3D_SHADING_SCENE_WORLD = (1 << 7),
};
/* View3DShading->color_type */

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@@ -800,8 +800,13 @@ static int rna_View3DShading_studio_light_get(PointerRNA *ptr)
flag = STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE;
}
StudioLight *sl = BKE_studiolight_find(dna_storage, flag);
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
return sl->index;
if (sl) {
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
return sl->index;
}
else {
return 0;
}
}
static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
@@ -818,7 +823,9 @@ static void rna_View3DShading_studio_light_set(PointerRNA *ptr, int value)
flag = STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE;
}
StudioLight *sl = BKE_studiolight_findindex(value, flag);
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
if (sl) {
BLI_strncpy(dna_storage, sl->name, FILE_MAXFILE);
}
}
static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(
@@ -846,8 +853,10 @@ static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(
bool show_studiolight = false;
if (sl->flag & STUDIOLIGHT_INTERNAL) {
/* always show internal lights */
show_studiolight = true;
/* always show internal lights for solid */
if (v3d->drawtype == OB_SOLID) {
show_studiolight = true;
}
}
else {
switch (v3d->drawtype) {
@@ -2479,10 +2488,16 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "use_scene_light", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SCENE_LIGHT);
prop = RNA_def_property(srna, "use_scene_lights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SCENE_LIGHTS);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene Light", "Render lights and light probes of the scene");
RNA_def_property_ui_text(prop, "Scene Lights", "Render lights and light probes of the scene");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "use_scene_world", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SCENE_WORLD);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Scene World", "Use scene world for lighting");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "show_specular_highlight", PROP_BOOLEAN, PROP_NONE);