diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lookdev.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lookdev.c | 165 |
1 files changed, 81 insertions, 84 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index 18365d69514..403a8e2af55 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -97,19 +97,18 @@ static void eevee_lookdev_hdri_preview_init(EEVEE_Data *vedata, EEVEE_ViewLayerD void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, - DRWShadingGroup **r_grp, DRWPass *pass, - World *UNUSED(world), - EEVEE_LightProbesInfo *pinfo) + EEVEE_LightProbesInfo *pinfo, + DRWShadingGroup **r_shgrp) { EEVEE_StorageList *stl = vedata->stl; EEVEE_TextureList *txl = vedata->txl; EEVEE_EffectsInfo *effects = stl->effects; 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; + /* The view will be NULL when rendering previews. */ + const View3D *v3d = draw_ctx->v3d; + const Scene *scene = draw_ctx->scene; const bool probe_render = pinfo != NULL; @@ -150,93 +149,91 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, } if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) { + const View3DShading *shading = &v3d->shading; StudioLight *sl = BKE_studiolight_find(shading->lookdev_light, STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE); - if (sl && (sl->flag & STUDIOLIGHT_TYPE_WORLD)) { - GPUShader *shader = probe_render ? EEVEE_shaders_default_studiolight_sh_get() : - EEVEE_shaders_background_studiolight_sh_get(); + if (sl == NULL || (sl->flag & STUDIOLIGHT_TYPE_WORLD) == 0) { + return; + } + + GPUShader *shader = probe_render ? EEVEE_shaders_studiolight_probe_sh_get() : + EEVEE_shaders_studiolight_background_sh_get(); - const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - int cube_res = scene_eval->eevee.gi_cubemap_resolution; + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + int cube_res = scene_eval->eevee.gi_cubemap_resolution; - /* If one of the component is missing we start from scratch. */ - if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) || - (txl->lookdev_grid_tx == NULL) || (txl->lookdev_cube_tx == NULL) || - (g_data->light_cache && g_data->light_cache->ref_res != cube_res)) { - eevee_lookdev_lightcache_delete(vedata); - } + /* If one of the component is missing we start from scratch. */ + if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) || + (txl->lookdev_grid_tx == NULL) || (txl->lookdev_cube_tx == NULL) || + (g_data->light_cache && g_data->light_cache->ref_res != cube_res)) { + eevee_lookdev_lightcache_delete(vedata); + } - if (stl->lookdev_lightcache == NULL) { + if (stl->lookdev_lightcache == NULL) { #if defined(IRRADIANCE_SH_L2) - int grid_res = 4; -#elif defined(IRRADIANCE_CUBEMAP) - int grid_res = 8; + int grid_res = 4; #elif defined(IRRADIANCE_HL2) - int grid_res = 4; + int grid_res = 4; #endif - stl->lookdev_lightcache = EEVEE_lightcache_create( - 1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1}); - - /* XXX: Fix memleak. TODO find out why. */ - MEM_SAFE_FREE(stl->lookdev_cube_mips); - - /* We do this to use a special light cache for lookdev. - * This light-cache needs to be per viewport. But we need to - * have correct freeing when the viewport is closed. So we - * need to reference all textures to the txl and the memblocks - * to the stl. */ - stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data; - stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data; - stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips; - txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex; - txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex; - } - - 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_copy(grp, "backgroundAlpha", 1.0f); - } - else { - 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_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); - } - - 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 != 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 = 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 = EEVEE_lightcache_create( + 1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1}); + + /* XXX: Fix memleak. TODO find out why. */ + MEM_SAFE_FREE(stl->lookdev_cube_mips); + + /* We do this to use a special light cache for lookdev. + * This light-cache needs to be per viewport. But we need to + * have correct freeing when the viewport is closed. So we + * need to reference all textures to the txl and the memblocks + * to the stl. */ + stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data; + stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data; + stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips; + txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex; + txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex; + } + + g_data->light_cache = stl->lookdev_lightcache; + + DRWShadingGroup *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) { + /* Avoid artifact with equirectangular mapping. */ + eGPUSamplerState state = (GPU_SAMPLER_FILTER | GPU_SAMPLER_REPEAT_S); + DRW_shgroup_uniform_float_copy(grp, "studioLightIntensity", shading->studiolight_intensity); + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); + DRW_shgroup_uniform_texture_ex(grp, "studioLight", sl->equirect_radiance_gputexture, state); + /* Do not fadeout when doing probe rendering, only when drawing the background */ + DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f); + } + else { + 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); + } + + /* Common UBOs are setup latter. */ + *r_shgrp = grp; + + /* Do we need to recalc the lightprobes? */ + if (g_data->studiolight_index != sl->index || + 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 = 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; } } } |