diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-25 09:06:36 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-28 18:07:39 +0300 |
commit | 765fd29d6855d098d8fcdd72ba595dfd1e4e4e17 (patch) | |
tree | f1877bfcaf5f4a309f294e2fb516a61c9d6f01aa /source/blender/draw/engines/eevee/eevee_materials.c | |
parent | ce5fa2decad115f023e2f5591255078768b4fa5e (diff) |
EEvEE: LookDev
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_materials.c | 82 |
1 files changed, 81 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index e3c91c2828d..34097a821a4 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -34,6 +34,7 @@ #include "BKE_particle.h" #include "BKE_paint.h" #include "BKE_pbvh.h" +#include "BKE_studiolight.h" #include "DNA_world_types.h" #include "DNA_modifier_types.h" @@ -54,6 +55,7 @@ static struct { struct GPUShader *default_prepass_clip_sh; struct GPUShader *default_lit[VAR_MAT_MAX]; struct GPUShader *default_background; + struct GPUShader *default_studiolight_background; struct GPUShader *update_noise_sh; /* 64*64 array texture containing all LUTs and other utilitarian arrays. @@ -320,6 +322,9 @@ static char *eevee_get_defines(int options) if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) { BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n"); } + if ((options & VAR_MAT_LOOKDEV) != 0) { + BLI_dynstr_appendf(ds, "#define LOOKDEV\n"); + } str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); @@ -578,6 +583,10 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL); + e_data.default_studiolight_background = DRW_shader_create( + datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, + "#define LOOKDEV\n"); + e_data.default_prepass_sh = DRW_shader_create( datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl, NULL); @@ -861,6 +870,35 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get( return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]); } +/** + * Create a default shading group inside the lookdev pass without standard uniforms. + **/ +static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get( + EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, + bool use_ssr, int shadow_method) +{ + static int ssr_id; + ssr_id = (use_ssr) ? 1 : -1; + int options = VAR_MAT_MESH | VAR_MAT_LOOKDEV; + + options |= eevee_material_shadow_option(shadow_method); + + if (e_data.default_lit[options] == NULL) { + create_default_shader(options); + } + + if (vedata->psl->lookdev_pass == NULL) { + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_CULL_BACK; + vedata->psl->lookdev_pass = DRW_pass_create("LookDev Pass", state); + + DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass); + /* XXX / WATCH: This creates non persistent binds for the ubos and textures. + * But it's currently OK because the following shgroups does not add any bind. */ + add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false); + } + + return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass); +} void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; @@ -884,7 +922,11 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) float *col = ts.colorBackground; - if (wo) { + /* LookDev */ + EEVEE_lookdev_cache_init(vedata, &grp, e_data.default_studiolight_background, psl->background_pass, NULL); + /* END */ + + if (!grp && wo) { col = &wo->horr; if (wo->use_nodes && wo->nodetree) { @@ -1588,6 +1630,43 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata) { EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; + /* Look-Dev */ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const View3D *v3d = draw_ctx->v3d; + if (v3d && v3d->drawtype == OB_MATERIAL) { + EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); + EEVEE_LampsInfo *linfo = sldata->lamps; + struct Gwn_Batch *sphere = DRW_cache_sphere_get(); + static float mat1[4][4]; + static float color[3] = {1.0, 1.0, 1.0}; + static float metallic_on = 1.0f; + static float metallic_off = 0.00f; + static float specular = 1.0f; + static float roughness = 0.05f; + + float view_mat[4][4]; + DRW_viewport_matrix_get(view_mat, DRW_MAT_VIEWINV); + + DRWShadingGroup *shgrp = EEVEE_lookdev_shading_group_get(sldata, vedata, false, linfo->shadow_method); + DRW_shgroup_uniform_vec3(shgrp, "basecol", color, 1); + DRW_shgroup_uniform_float(shgrp, "metallic", &metallic_on, 1); + DRW_shgroup_uniform_float(shgrp, "specular", &specular, 1); + DRW_shgroup_uniform_float(shgrp, "roughness", &roughness, 1); + unit_m4(mat1); + mul_m4_m4m4(mat1, mat1, view_mat); + translate_m4(mat1, -1.5f, 0.0f, -5.0f); + DRW_shgroup_call_add(shgrp, sphere, mat1); + + shgrp = EEVEE_lookdev_shading_group_get(sldata, vedata, false, linfo->shadow_method); + DRW_shgroup_uniform_vec3(shgrp, "basecol", color, 1); + DRW_shgroup_uniform_float(shgrp, "metallic", &metallic_off, 1); + DRW_shgroup_uniform_float(shgrp, "specular", &specular, 1); + DRW_shgroup_uniform_float(shgrp, "roughness", &roughness, 1); + translate_m4(mat1, 3.0f, 0.0f, 0.0f); + DRW_shgroup_call_add(shgrp, sphere, mat1); + } + /* END */ + BLI_ghash_free(stl->g_data->material_hash, NULL, MEM_freeN); BLI_ghash_free(stl->g_data->hair_material_hash, NULL, NULL); } @@ -1603,6 +1682,7 @@ void EEVEE_materials_free(void) DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh); DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh); DRW_SHADER_FREE_SAFE(e_data.default_background); + DRW_SHADER_FREE_SAFE(e_data.default_studiolight_background); DRW_SHADER_FREE_SAFE(e_data.update_noise_sh); DRW_TEXTURE_FREE_SAFE(e_data.util_tex); DRW_TEXTURE_FREE_SAFE(e_data.noise_tex); |