[Bf-blender-cvs] [8800547] master: Cycles: Make light behavior in local view matching BI
Sergey Sharybin
noreply at git.blender.org
Sun Oct 11 17:17:58 CEST 2015
Commit: 88005475db5a774edfc3c408b553b04379dbd147
Author: Sergey Sharybin
Date: Sun Oct 11 19:59:51 2015 +0500
Branches: master
https://developer.blender.org/rB88005475db5a774edfc3c408b553b04379dbd147
Cycles: Make light behavior in local view matching BI
Title says it all, based on feedback of artists from gooseberry team.
This mainly affects cases when going to a local view from layers setup
when some lamps were on invisible layers. Those lights are no longer
becoming visible to the object in local view.
Reviewers: brecht, juicyfruit, dingto
Reviewed By: juicyfruit, dingto
Subscribers: maxon, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1326
===================================================================
M intern/cycles/blender/blender_object.cpp
M intern/cycles/blender/blender_util.h
===================================================================
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp
index 432c4aa..7dc57c3 100644
--- a/intern/cycles/blender/blender_object.cpp
+++ b/intern/cycles/blender/blender_object.cpp
@@ -558,11 +558,20 @@ void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, float motion_time)
bool cancel = false;
bool use_portal = false;
+ uint layer_override = get_layer(b_engine.layer_override());
for(; b_sce && !cancel; b_sce = b_sce.background_set()) {
+ /* Render layer's scene_layer is affected by local view already,
+ * which is not a desired behavior here.
+ */
+ uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
for(b_sce.object_bases.begin(b_base); b_base != b_sce.object_bases.end() && !cancel; ++b_base) {
BL::Object b_ob = b_base->object();
bool hide = (render_layer.use_viewport_visibility)? b_ob.hide(): b_ob.hide_render();
- uint ob_layer = get_layer(b_base->layers(), b_base->layers_local_view(), render_layer.use_localview, object_is_light(b_ob));
+ uint ob_layer = get_layer(b_base->layers(),
+ b_base->layers_local_view(),
+ render_layer.use_localview,
+ object_is_light(b_ob),
+ scene_layers);
hide = hide || !(ob_layer & scene_layer);
if(!hide) {
diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h
index 165242d..bd1c37a 100644
--- a/intern/cycles/blender/blender_util.h
+++ b/intern/cycles/blender/blender_util.h
@@ -196,7 +196,11 @@ static inline uint get_layer(BL::Array<int, 20> array)
return layer;
}
-static inline uint get_layer(BL::Array<int, 20> array, BL::Array<int, 8> local_array, bool use_local, bool is_light = false)
+static inline uint get_layer(BL::Array<int, 20> array,
+ BL::Array<int, 8> local_array,
+ bool use_local,
+ bool is_light = false,
+ uint scene_layers = (1 << 20) - 1)
{
uint layer = 0;
@@ -205,9 +209,13 @@ static inline uint get_layer(BL::Array<int, 20> array, BL::Array<int, 8> local_a
layer |= (1 << i);
if(is_light) {
- /* consider lamps on all local view layers */
- for(uint i = 0; i < 8; i++)
- layer |= (1 << (20+i));
+ /* Consider light is visible if it was visible without layer
+ * override, which matches behavior of Blender Internal.
+ */
+ if(layer & scene_layers) {
+ for(uint i = 0; i < 8; i++)
+ layer |= (1 << (20+i));
+ }
}
else {
for(uint i = 0; i < 8; i++)
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