From da741013a1e1b2e7c4f61a9486588253a457afd2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 30 Jul 2020 13:55:13 +0200 Subject: EEVEE: GLSL refactor/cleanup - add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306 --- .../blender/draw/engines/eevee/eevee_lightprobes.c | 38 ++++++++-------------- 1 file changed, 14 insertions(+), 24 deletions(-) (limited to 'source/blender/draw/engines/eevee/eevee_lightprobes.c') diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 72187dc29eb..a4c07584b86 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -326,38 +326,28 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat { DRW_PASS_CREATE(psl->probe_background, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); - struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = NULL; + EEVEE_lookdev_cache_init(vedata, sldata, psl->probe_background, pinfo, &grp); - Scene *scene = draw_ctx->scene; - World *wo = scene->world; - - /* LookDev */ - EEVEE_lookdev_cache_init(vedata, sldata, &grp, psl->probe_background, wo, pinfo); + if (grp == NULL) { + Scene *scene = draw_ctx->scene; + World *world = (scene->world) ? scene->world : EEVEE_world_default_get(); - if (!grp && wo) { - struct GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, NULL, wo, VAR_WORLD_PROBE); + const int options = VAR_WORLD_BACKGROUND | VAR_WORLD_PROBE; + struct GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, NULL, world, options); grp = DRW_shgroup_material_create(gpumat, psl->probe_background); DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f); - /* TODO (fclem): remove those (need to clean the GLSL files). */ - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); - DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); - DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); - DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); - DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); - DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); - DRW_shgroup_call(grp, geom, NULL); } - /* Fallback if shader fails or if not using nodetree. */ - if (grp == NULL) { - grp = DRW_shgroup_create(EEVEE_shaders_probe_default_sh_get(), psl->probe_background); - DRW_shgroup_uniform_vec3(grp, "color", G_draw.block.colorBackground, 1); - DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f); - DRW_shgroup_call(grp, geom, NULL); - } + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); + DRW_shgroup_uniform_block_ref(grp, "renderpass_block", &stl->g_data->renderpass_ubo); + DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } if (DRW_state_draw_support()) { -- cgit v1.2.3