Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <fclem>2020-02-25 15:25:49 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-25 15:26:01 +0300
commit6e23433c1a747660d582bfe0d15179a9c7bed51c (patch)
treeef03fea63450d6977d5ff5550b299b812d364255 /source/blender/draw/engines/eevee/eevee_lookdev.c
parent7e7c9276022f44495d9c7f9b3e09a2bd592aeab5 (diff)
EEVEE: Lookdev: Add support for partially blurred background
This is using the GGX probe as background. This has the drawback of having the resolution choosed in the indirect lighting setting. The blurring is not really high-quality. The pros is that it has a simple implementation and is fast to evaluate. This patch also fades the background alpha to make overlay engine draw the default background color in the correct color space. Removing one colorspace hack. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6895
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lookdev.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c72
1 files changed, 35 insertions, 37 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
index 55a35087684..e89ef7142ee 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -57,9 +57,9 @@ static void eevee_lookdev_lightcache_delete(EEVEE_Data *vedata)
}
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
- DRWShadingGroup **grp,
+ EEVEE_ViewLayerData *sldata,
+ DRWShadingGroup **r_grp,
DRWPass *pass,
- float background_alpha,
World *UNUSED(world),
EEVEE_LightProbesInfo *pinfo)
{
@@ -69,8 +69,11 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
EEVEE_PrivateData *g_data = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
+ View3DShading *shading = &v3d->shading;
Scene *scene = draw_ctx->scene;
+ const bool probe_render = pinfo != NULL;
+
effects->lookdev_view = NULL;
if (LOOK_DEV_OVERLAY_ENABLED(v3d)) {
@@ -95,12 +98,11 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
}
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
- StudioLight *sl = BKE_studiolight_find(v3d->shading.lookdev_light,
+ StudioLight *sl = BKE_studiolight_find(shading->lookdev_light,
STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl && (sl->flag & STUDIOLIGHT_TYPE_WORLD)) {
- GPUShader *shader = EEVEE_shaders_default_studiolight_sh_get();
- struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
- GPUTexture *tex = NULL;
+ GPUShader *shader = probe_render ? EEVEE_shaders_default_studiolight_sh_get() :
+ EEVEE_shaders_background_studiolight_sh_get();
/* If one of the component is missing we start from scratch. */
if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) ||
@@ -138,49 +140,45 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex;
}
- stl->g_data->light_cache = stl->lookdev_lightcache;
-
- static float background_color[4];
- UI_GetThemeColor4fv(TH_BACK, background_color);
- /* XXX: Really quick conversion to avoid washed out background.
- * Needs to be addressed properly (color managed using ocio). */
- srgb_to_linearrgb_v4(background_color, background_color);
-
- *grp = DRW_shgroup_create(shader, pass);
- axis_angle_to_mat3_single(
- stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
- DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix);
- DRW_shgroup_uniform_float_copy(*grp, "backgroundAlpha", background_alpha);
- DRW_shgroup_uniform_float(
- *grp, "studioLightIntensity", &v3d->shading.studiolight_intensity, 1);
-
- DRW_shgroup_uniform_vec3(*grp, "color", background_color, 1);
- DRW_shgroup_call(*grp, geom, NULL);
- if (!pinfo) {
+ g_data->light_cache = stl->lookdev_lightcache;
+
+ DRWShadingGroup *grp = *r_grp = DRW_shgroup_create(shader, pass);
+ axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z);
+ DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix);
+
+ if (probe_render) {
+ DRW_shgroup_uniform_float_copy(
+ grp, "studioLightIntensity", shading->studiolight_intensity);
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
+ DRW_shgroup_uniform_texture(grp, "image", sl->equirect_radiance_gputexture);
/* 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_EQUIRECT_IRRADIANCE_GPUTEXTURE);
- tex = sl->equirect_irradiance_gputexture;
+ DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
}
else {
- DRW_shgroup_uniform_float_copy(*grp, "studioLightBackground", 1.0f);
- BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
- tex = sl->equirect_radiance_gputexture;
+ float background_alpha = g_data->background_alpha * shading->studiolight_background;
+ float studiolight_blur = powf(shading->studiolight_blur, 2.5f);
+ DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", background_alpha);
+ DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", studiolight_blur);
+ DRW_shgroup_uniform_texture(grp, "probeCubes", txl->lookdev_cube_tx);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
}
- DRW_shgroup_uniform_texture(*grp, "image", tex);
+
+ DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
/* Do we need to recalc the lightprobes? */
if (g_data->studiolight_index != sl->index ||
- g_data->studiolight_rot_z != v3d->shading.studiolight_rot_z ||
- g_data->studiolight_intensity != v3d->shading.studiolight_intensity ||
+ g_data->studiolight_rot_z != shading->studiolight_rot_z ||
+ g_data->studiolight_intensity != shading->studiolight_intensity ||
g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution ||
g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp ||
g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) {
stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
g_data->studiolight_index = sl->index;
- g_data->studiolight_rot_z = v3d->shading.studiolight_rot_z;
- g_data->studiolight_intensity = v3d->shading.studiolight_intensity;
+ g_data->studiolight_rot_z = shading->studiolight_rot_z;
+ g_data->studiolight_intensity = shading->studiolight_intensity;
g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution;
g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp;
g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality;