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author | Clément Foucault <foucault.clem@gmail.com> | 2021-06-05 14:49:45 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-06-05 16:29:00 +0300 |
commit | 3caf7ba32de00a3c354a4a13dd078e790d056ebe (patch) | |
tree | 4face2b68c14eb1b697b981f40874fc8ff0c7ad5 /source/blender/draw/CMakeLists.txt | |
parent | b3084d23bf719862866e4c558033595219090a42 (diff) |
EEVEE: Lookdev: Add back lighting support
This does not include reference spheres rendering.
The approach is a bit different than before.
Now we use a `bNodeTree` to control the rendering of lookdev. This
generates a `GPUMaterial` that is stored per `Instance`. This way
rendering lookdev is just updating the temp light cache using this
material as world material. Removing the use of custom shader.
This introduces a small hack in order to bind the studiolight hdri after
the nodetree glsl parsing.
The background display however is still using a custom shader in order
to sample the world cubemap with different roughness.
The view space option of the studiolight is now faster by using a
transform before shading instead of rebaking the lightprobe constantly.
This should not have any particular impact on render time.
Diffstat (limited to 'source/blender/draw/CMakeLists.txt')
-rw-r--r-- | source/blender/draw/CMakeLists.txt | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index 840ccb78af4..89f53f3f00e 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -93,6 +93,7 @@ set(SRC engines/eevee/eevee_light.cc engines/eevee/eevee_lightcache.cc engines/eevee/eevee_lightprobe.cc + engines/eevee/eevee_lookdev.cc engines/eevee/eevee_lut.c engines/eevee/eevee_material.cc engines/eevee/eevee_mesh.cc @@ -252,6 +253,7 @@ data_to_c_simple(engines/eevee/shaders/eevee_lightprobe_filter_glossy_frag.glsl data_to_c_simple(engines/eevee/shaders/eevee_lightprobe_filter_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/eevee_lightprobe_filter_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/eevee_lightprobe_filter_visibility_frag.glsl SRC) +data_to_c_simple(engines/eevee/shaders/eevee_lookdev_background_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/eevee_ltc_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/eevee_motion_blur_gather_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/eevee_motion_blur_lib.glsl SRC) |