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authorClément Foucault <foucault.clem@gmail.com>2018-07-10 16:02:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-07-10 16:31:34 +0300
commit1a43e081873415754950766edaddad220adf67bc (patch)
tree6a4e61b2337606daf442973d9f82e1d56b906a98 /source/blender/draw/engines/eevee/eevee_volumes.c
parent97f90d48a02eef89949532b166f57ea178ee5a87 (diff)
Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to run the baking in another thread (non blocking and faster). The baked lighting is saved in the blend file. Nothing needs to be recomputed on load. There is a few missing bits / bugs: - Cache cannot be saved to disk as a separate file, it is saved in the DNA for now making file larger and memory usage higher. - Auto update only cubemaps does update the grids (bug). - Probes cannot be updated individually (considered as dynamic). - Light Cache cannot be (re)generated during render.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 560f898b275..d0cea65d05e 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -349,6 +349,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
+ LightCache *lcache = stl->g_data->light_cache;
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
@@ -417,7 +418,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps,
common_data->vol_tex_size[2]);
- DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &sldata->irradiance_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex);
DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);