[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [53605] trunk/blender/source/blender: add ability to use world gradient rendering when 'Only Render' option is enabled.
Campbell Barton
ideasman42 at gmail.com
Sun Jan 6 16:02:24 CET 2013
Revision: 53605
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=53605
Author: campbellbarton
Date: 2013-01-06 15:02:23 +0000 (Sun, 06 Jan 2013)
Log Message:
-----------
add ability to use world gradient rendering when 'Only Render' option is enabled.
supports paper/blend/real.
Modified Paths:
--------------
trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
trunk/blender/source/blender/makesrna/intern/rna_world.c
trunk/blender/source/blender/python/intern/bpy_props.c
Modified: trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/view3d_draw.c 2013-01-06 12:49:32 UTC (rev 53604)
+++ trunk/blender/source/blender/editors/space_view3d/view3d_draw.c 2013-01-06 15:02:23 UTC (rev 53605)
@@ -2987,21 +2987,117 @@
GPU_default_lights();
}
+ /* setup view matrices */
+ view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
+
/* clear background */
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) {
- IMB_colormanagement_pixel_to_display_space_v3(backcol, &scene->world->horr, &scene->view_settings,
- &scene->display_settings);
+ if (scene->world && (v3d->flag2 & V3D_RENDER_OVERRIDE)) { /* clear with solid color */
+ if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */
+ int x, y;
+ float col_hor[3];
+ float col_zen[3];
- glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
+#define XTOT 16
+#define YTOT 16
+
+ GLubyte grid_col[XTOT][YTOT][3];
+ float grid_pos[XTOT][YTOT][2];
+
+ IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
+ &scene->display_settings);
+ IMB_colormanagement_pixel_to_display_space_v3(col_zen, &scene->world->zenr, &scene->view_settings,
+ &scene->display_settings);
+
+ glClearColor(col_hor[0], col_hor[1], col_hor[2], 0.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glShadeModel(GL_SMOOTH);
+
+ for (x = 0; x < XTOT; x++) {
+ for (y = 0; y < YTOT; y++) {
+ const float xf = (float)x / (float)(XTOT - 1);
+ const float yf = (float)y / (float)(YTOT - 1);
+ const float mval[2] = {xf * (float)ar->winx, yf * ar->winy};
+ float out[3];
+ const float up[3] = {0.0f, 0.0f, 1.0f};
+ GLubyte *col_ub = grid_col[x][y];
+
+ float col_fac;
+ float col_fl[3];
+
+ /* -1..1 range */
+ grid_pos[x][y][0] = (xf - 0.5f) * 2.0f;
+ grid_pos[x][y][1] = (yf - 0.5f) * 2.0f;
+
+ ED_view3d_win_to_vector(ar, mval, out);
+
+ if (scene->world->skytype & WO_SKYPAPER) {
+ if (scene->world->skytype & WO_SKYREAL) {
+ col_fac = fabsf(((float)y / (float)YTOT) - 0.5f) * 2.0f;
+ }
+ else {
+ col_fac = (float)y / (float)YTOT;
+ }
+ }
+ else {
+ if (scene->world->skytype & WO_SKYREAL) {
+ col_fac = fabsf((angle_v3v3(up, out) / (float)M_PI) - 0.5f) * 2.0f;
+ }
+ else {
+ col_fac = 1.0f - (angle_v3v3(up, out) / (float)M_PI);
+ }
+ }
+
+ interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac);
+
+ rgb_float_to_uchar(col_ub, col_fl);
+ }
+ }
+
+ glBegin(GL_QUADS);
+ for (x = 0; x < XTOT - 1; x++) {
+ for (y = 0; y < YTOT - 1; y++) {
+ glColor3ubv(grid_col[x][y]);
+ glVertex2fv(grid_pos[x][y]);
+ glColor3ubv(grid_col[x][y + 1]);
+ glVertex2fv(grid_pos[x][y + 1]);
+ glColor3ubv(grid_col[x + 1][y + 1]);
+ glVertex2fv(grid_pos[x + 1][y + 1]);
+ glColor3ubv(grid_col[x + 1][y]);
+ glVertex2fv(grid_pos[x + 1][y]);
+ }
+ }
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ glShadeModel(GL_FLAT);
+#undef XTOT
+#undef YTOT
+ }
+ else { /* solid sky */
+ IMB_colormanagement_pixel_to_display_space_v3(backcol, &scene->world->horr, &scene->view_settings,
+ &scene->display_settings);
+
+ glClearColor(backcol[0], backcol[1], backcol[2], 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
}
- else
+ else {
UI_ThemeClearColor(TH_BACK);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- /* setup view matrices */
- view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
-
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
if (rv3d->rflag & RV3D_CLIPPING)
Modified: trunk/blender/source/blender/makesrna/intern/rna_world.c
===================================================================
--- trunk/blender/source/blender/makesrna/intern/rna_world.c 2013-01-06 12:49:32 UTC (rev 53604)
+++ trunk/blender/source/blender/makesrna/intern/rna_world.c 2013-01-06 15:02:23 UTC (rev 53605)
@@ -529,7 +529,7 @@
RNA_def_property_float_sdna(prop, NULL, "zenr");
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Zenith Color", "Color at the zenith");
- RNA_def_property_update(prop, 0, "rna_World_update");
+ RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
prop = RNA_def_property(srna, "ambient_color", PROP_FLOAT, PROP_COLOR);
RNA_def_property_float_sdna(prop, NULL, "ambr");
@@ -554,17 +554,17 @@
prop = RNA_def_property(srna, "use_sky_blend", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "skytype", WO_SKYBLEND);
RNA_def_property_ui_text(prop, "Blend Sky", "Render background with natural progression from horizon to zenith");
- RNA_def_property_update(prop, 0, "rna_World_update");
+ RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
prop = RNA_def_property(srna, "use_sky_paper", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "skytype", WO_SKYPAPER);
RNA_def_property_ui_text(prop, "Paper Sky", "Flatten blend or texture coordinates");
- RNA_def_property_update(prop, 0, "rna_World_update");
+ RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
prop = RNA_def_property(srna, "use_sky_real", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "skytype", WO_SKYREAL);
RNA_def_property_ui_text(prop, "Real Sky", "Render background with a real horizon, relative to the camera angle");
- RNA_def_property_update(prop, 0, "rna_World_update");
+ RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
/* nested structs */
prop = RNA_def_property(srna, "light_settings", PROP_POINTER, PROP_NONE);
Modified: trunk/blender/source/blender/python/intern/bpy_props.c
===================================================================
--- trunk/blender/source/blender/python/intern/bpy_props.c 2013-01-06 12:49:32 UTC (rev 53604)
+++ trunk/blender/source/blender/python/intern/bpy_props.c 2013-01-06 15:02:23 UTC (rev 53605)
@@ -847,7 +847,7 @@
value[0] = '\0';
}
else {
- memcpy(value, buffer, length+1);
+ memcpy(value, buffer, length + 1);
}
Py_DECREF(ret);
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