/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Copyright 2016, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "BKE_camera.h" #include "BKE_studiolight.h" #include "BLI_rect.h" #include "BLI_rand.h" #include "DNA_screen_types.h" #include "DNA_world_types.h" #include "DEG_depsgraph_query.h" #include "ED_screen.h" #include "UI_resources.h" #include "eevee_private.h" #include "eevee_lightcache.h" #include "draw_common.h" static void eevee_lookdev_lightcache_delete(EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_PrivateData *g_data = stl->g_data; EEVEE_TextureList *txl = vedata->txl; MEM_SAFE_FREE(stl->lookdev_lightcache); MEM_SAFE_FREE(stl->lookdev_grid_data); MEM_SAFE_FREE(stl->lookdev_cube_data); DRW_TEXTURE_FREE_SAFE(txl->lookdev_grid_tx); DRW_TEXTURE_FREE_SAFE(txl->lookdev_cube_tx); g_data->studiolight_index = -1; g_data->studiolight_rot_z = 0.0f; } void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, DRWPass *pass, float background_alpha, World *UNUSED(world), EEVEE_LightProbesInfo *pinfo) { 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; Scene *scene = draw_ctx->scene; effects->lookdev_view = NULL; if (LOOK_DEV_OVERLAY_ENABLED(v3d)) { /* Viewport / Spheres size. */ rcti rect; ED_region_visible_rect(draw_ctx->ar, &rect); /* Make the viewport width scale the lookdev spheres a bit. * Scale between 1000px and 2000px. */ const float viewport_scale = clamp_f( BLI_rcti_size_x(&rect) / (2000.0f * U.dpi_fac), 0.5f, 1.0f); const int sphere_size = U.lookdev_sphere_size * U.dpi_fac * viewport_scale; if (sphere_size != effects->sphere_size || rect.xmax != effects->anchor[0] || rect.ymin != effects->anchor[1]) { /* If sphere size or anchor point moves, reset TAA to avoid ghosting issue. * This needs to happen early because we are changing taa_current_sample. */ effects->sphere_size = sphere_size; effects->anchor[0] = rect.xmax; effects->anchor[1] = rect.ymin; EEVEE_temporal_sampling_reset(vedata); } } if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) { StudioLight *sl = BKE_studiolight_find(v3d->shading.lookdev_light, STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE); if (sl && (sl->flag & STUDIOLIGHT_TYPE_WORLD)) { GPUShader *shader = EEVEE_shaders_default_studiolight_sh_get(); struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); GPUTexture *tex = NULL; /* 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)) { eevee_lookdev_lightcache_delete(vedata); } if (stl->lookdev_lightcache == NULL) { const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); #if defined(IRRADIANCE_SH_L2) int grid_res = 4; #elif defined(IRRADIANCE_CUBEMAP) int grid_res = 8; #elif defined(IRRADIANCE_HL2) int grid_res = 4; #endif int cube_res = OCTAHEDRAL_SIZE_FROM_CUBESIZE(scene_eval->eevee.gi_cubemap_resolution); int vis_res = scene_eval->eevee.gi_visibility_resolution; stl->lookdev_lightcache = EEVEE_lightcache_create( 1, 1, cube_res, vis_res, (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; } stl->g_data->light_cache = stl->lookdev_lightcache; static float background_color[4]; UI_GetThemeColor4fv(TH_BACK, background_color); /* XXX: Really quick conversion to avoid washed out background. * Needs to be addressed properly (color managed using ocio). */ srgb_to_linearrgb_v4(background_color, background_color); *grp = DRW_shgroup_create(shader, pass); axis_angle_to_mat3_single( stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z); DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix); DRW_shgroup_uniform_float_copy(*grp, "backgroundAlpha", background_alpha); DRW_shgroup_uniform_vec3(*grp, "color", background_color, 1); DRW_shgroup_call(*grp, geom, NULL); 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_EQUIRECT_IRRADIANCE_GPUTEXTURE); tex = sl->equirect_irradiance_gputexture; } else { 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); /* Do we need to recalc the lightprobes? */ if (g_data->studiolight_index != sl->index || g_data->studiolight_rot_z != v3d->shading.studiolight_rot_z || 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 = v3d->shading.studiolight_rot_z; 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; } } } } static void eevee_lookdev_apply_taa(const EEVEE_EffectsInfo *effects, int sphere_size, float winmat[4][4]) { if (DRW_state_is_image_render() || ((effects->enabled_effects & EFFECT_TAA) != 0)) { double ht_point[2]; double ht_offset[2] = {0.0, 0.0}; uint ht_primes[2] = {2, 3}; float ofs[2]; BLI_halton_2d(ht_primes, ht_offset, effects->taa_current_sample, ht_point); EEVEE_temporal_sampling_offset_calc(ht_point, 1.5f, ofs); winmat[3][0] += ofs[0] / sphere_size; winmat[3][1] += ofs[1] / sphere_size; } } void EEVEE_lookdev_draw(EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_EffectsInfo *effects = stl->effects; EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); const DRWContextState *draw_ctx = DRW_context_state_get(); if (psl->lookdev_diffuse_pass && LOOK_DEV_OVERLAY_ENABLED(draw_ctx->v3d)) { /* Config renderer. */ EEVEE_CommonUniformBuffer *common = &sldata->common_data; common->la_num_light = 0; common->prb_num_planar = 0; common->prb_num_render_cube = 1; common->prb_num_render_grid = 1; common->ao_dist = 0.0f; common->ao_factor = 0.0f; common->ao_settings = 0.0f; DRW_uniformbuffer_update(sldata->common_ubo, common); /* override matrices */ float winmat[4][4], viewmat[4][4]; unit_m4(winmat); /* Look through the negative Z. */ negate_v3(winmat[2]); eevee_lookdev_apply_taa(effects, effects->sphere_size, winmat); /* "Remove" view matrix location. Leaving only rotation. */ DRW_view_viewmat_get(NULL, viewmat, false); zero_v3(viewmat[3]); if (effects->lookdev_view) { /* When rendering just update the view. This avoids recomputing the culling. */ DRW_view_update_sub(effects->lookdev_view, viewmat, winmat); } else { /* Using default view bypasses the culling. */ const DRWView *default_view = DRW_view_default_get(); effects->lookdev_view = DRW_view_create_sub(default_view, viewmat, winmat); } DRW_view_set_active(effects->lookdev_view); /* Find the right framebuffers to render to. */ GPUFrameBuffer *fb = (effects->target_buffer == fbl->effect_color_fb) ? fbl->main_fb : fbl->effect_fb; DRW_stats_group_start("Look Dev"); GPU_framebuffer_bind(fb); const int sphere_margin = effects->sphere_size / 6.0f; float offset[2] = {0.0f, sphere_margin}; offset[0] = effects->sphere_size + sphere_margin; GPU_framebuffer_viewport_set(fb, effects->anchor[0] - offset[0], effects->anchor[1] + offset[1], effects->sphere_size, effects->sphere_size); DRW_draw_pass(psl->lookdev_diffuse_pass); offset[0] = (effects->sphere_size + sphere_margin) + (sphere_margin + effects->sphere_size + sphere_margin); GPU_framebuffer_viewport_set(fb, effects->anchor[0] - offset[0], effects->anchor[1] + offset[1], effects->sphere_size, effects->sphere_size); DRW_draw_pass(psl->lookdev_glossy_pass); DRW_stats_group_end(); DRW_view_set_active(NULL); } }