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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lookdev.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c43
1 files changed, 29 insertions, 14 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
index 49cf468711e..e46526ce6af 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -54,7 +54,7 @@ static void eevee_lookdev_lightcache_delete(EEVEE_Data *vedata)
}
void EEVEE_lookdev_cache_init(
- EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass,
+ EEVEE_Data *vedata, DRWShadingGroup **grp, DRWPass *pass,
World *UNUSED(world), EEVEE_LightProbesInfo *pinfo)
{
EEVEE_StorageList *stl = vedata->stl;
@@ -64,6 +64,7 @@ void EEVEE_lookdev_cache_init(
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl && (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
+ GPUShader *shader = EEVEE_shaders_default_studiolight_sh_get();
struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
GPUTexture *tex = NULL;
@@ -122,12 +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);
@@ -162,6 +164,25 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *ar = draw_ctx->ar;
+ const float *viewport_size = DRW_viewport_size_get();
+ rcti rect;
+ ED_region_visible_rect(draw_ctx->ar, &rect);
+
+ const float viewport_size_target[2] = {
+ viewport_size[0] / 4,
+ viewport_size[1] / 4,
+ };
+ const int viewport_inset[2] = {
+ max_ii(viewport_size_target[0], 300),
+ max_ii(viewport_size_target[0], 300) / 2, /* intentionally use 'x' here for 'y' value. */
+ };
+
+ /* minimum size for preview spheres viewport */
+ const float aspect[2] = {
+ viewport_inset[0] / viewport_size_target[0],
+ viewport_inset[1] / viewport_size_target[1],
+ };
+
BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
params.is_ortho = true;
params.ortho_scale = 3.0f;
@@ -172,15 +193,9 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
params.shifty = 0.0f;
params.clipsta = 0.001f;
params.clipend = 20.0f;
- BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
+ BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, aspect[0], aspect[1]);
BKE_camera_params_compute_matrix(&params);
- const float *viewport_size = DRW_viewport_size_get();
- rcti rect;
- ED_region_visible_rect(draw_ctx->ar, &rect);
- int viewport_inset_x = viewport_size[0] / 4;
- int viewport_inset_y = viewport_size[1] / 4;
-
EEVEE_CommonUniformBuffer *common = &sldata->common_data;
common->la_num_light = 0;
common->prb_num_planar = 0;
@@ -209,12 +224,12 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
GPUFrameBuffer *fb = effects->final_fb;
GPU_framebuffer_bind(fb);
- GPU_framebuffer_viewport_set(fb, rect.xmax - viewport_inset_x, rect.ymin, viewport_inset_x, viewport_inset_y);
+ GPU_framebuffer_viewport_set(fb, rect.xmax - viewport_inset[0], rect.ymin, viewport_inset[0], viewport_inset[1]);
DRW_draw_pass(psl->lookdev_pass);
fb = dfbl->depth_only_fb;
GPU_framebuffer_bind(fb);
- GPU_framebuffer_viewport_set(fb, rect.xmax - viewport_inset_x, rect.ymin, viewport_inset_x, viewport_inset_y);
+ GPU_framebuffer_viewport_set(fb, rect.xmax - viewport_inset[0], rect.ymin, viewport_inset[0], viewport_inset[1]);
DRW_draw_pass(psl->lookdev_pass);
DRW_viewport_matrix_override_unset_all();