Enabling render and viewport denoising is now both done from the render properties. View layers still can individually be enabled/disabled for denoising and have their own denoising parameters. Note that the denoising engine also affects how denoising data passes are output even if no denoising happens on the render itself, to make the passes compatible with the engine. This includes internal refactoring for how denoising parameters are passed along, trying to avoid code duplication and unclear naming. Ref T76259
89 lines
3.0 KiB
C++
89 lines
3.0 KiB
C++
/*
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* Copyright 2019 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "blender_viewport.h"
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#include "blender_util.h"
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CCL_NAMESPACE_BEGIN
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BlenderViewportParameters::BlenderViewportParameters()
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: use_scene_world(true),
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use_scene_lights(true),
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studiolight_rotate_z(0.0f),
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studiolight_intensity(1.0f),
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studiolight_background_alpha(1.0f),
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studiolight_path(ustring())
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{
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}
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BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
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: BlenderViewportParameters()
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{
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/* We only copy the parameters if we are in look dev mode. otherwise
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* defaults are being used. These defaults mimic normal render settings */
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if (b_v3d && b_v3d.shading().type() == BL::View3DShading::type_RENDERED) {
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use_scene_world = b_v3d.shading().use_scene_world_render();
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use_scene_lights = b_v3d.shading().use_scene_lights_render();
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if (!use_scene_world) {
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studiolight_rotate_z = b_v3d.shading().studiolight_rotate_z();
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studiolight_intensity = b_v3d.shading().studiolight_intensity();
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studiolight_background_alpha = b_v3d.shading().studiolight_background_alpha();
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studiolight_path = b_v3d.shading().selected_studio_light().path();
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}
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}
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}
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/* Check if two instances are different. */
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const bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
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{
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return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights ||
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studiolight_rotate_z != other.studiolight_rotate_z ||
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studiolight_intensity != other.studiolight_intensity ||
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studiolight_background_alpha != other.studiolight_background_alpha ||
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studiolight_path != other.studiolight_path;
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}
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const bool BlenderViewportParameters::custom_viewport_parameters() const
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{
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return !(use_scene_world && use_scene_lights);
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}
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PassType BlenderViewportParameters::get_viewport_display_render_pass(BL::SpaceView3D &b_v3d)
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{
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PassType display_pass = PASS_NONE;
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if (b_v3d) {
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BL::View3DShading b_view3dshading = b_v3d.shading();
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PointerRNA cshading = RNA_pointer_get(&b_view3dshading.ptr, "cycles");
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display_pass = (PassType)get_enum(cshading, "render_pass", -1, -1);
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}
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return display_pass;
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}
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PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector<Pass> &passes)
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{
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if (b_v3d) {
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PassType display_pass = BlenderViewportParameters::get_viewport_display_render_pass(b_v3d);
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passes.clear();
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Pass::add(display_pass, passes);
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return display_pass;
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}
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return PASS_NONE;
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}
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CCL_NAMESPACE_END
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