diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-11-19 03:01:43 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-11-19 17:48:17 +0300 |
commit | ee44dd1b2bcff6bbd99084a012a40fb4a7100b2c (patch) | |
tree | 36975c1ff675bf4b57f3750105bac4ae02eafa24 /source/blender/draw/engines/eevee/eevee_lookdev.c | |
parent | 8d51e3c062dda1317586d744fcb8ff223ec0939a (diff) |
Studio Lights: Big Cleanups
* Less Lengthy enum/macro names.
* Optimize computation of Spherical Harmonics.
* Reduce radiance cubemap size a bit. Higher resolution is not necessary.
* Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used).
* Do windowing on each component separately instead of using luminance.
* Use ITER_PIXELS to iterate on each pixels, using pixel center coords.
* Remove gpu_matcap_3components as it is only needed when creating the gputex.
* Fix a lot of confusion in axis denomination/swizzle.
These changes should not affect functionallity.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lookdev.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lookdev.c | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index dc3af553890..a327759c1c8 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -123,12 +123,13 @@ void EEVEE_lookdev_cache_init( if (!pinfo) { /* Do not fadeout when doing probe rendering, only when drawing the background */ DRW_shgroup_uniform_float(*grp, "studioLightBackground", &v3d->shading.studiolight_background, 1); - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE); - tex = sl->equirectangular_irradiance_gputexture; + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_IRRADIANCE_GPUTEXTURE); + tex = sl->equirect_irradiance_gputexture; } else { - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE); - tex = sl->equirectangular_radiance_gputexture; + DRW_shgroup_uniform_float_copy(*grp, "studioLightBackground", 1.0f); + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); + tex = sl->equirect_radiance_gputexture; } DRW_shgroup_uniform_texture(*grp, "image", tex); |