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/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file eevee_lookdev.c
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BKE_camera.h"
#include "BKE_studiolight.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_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);
}
void EEVEE_lookdev_cache_init(
EEVEE_Data *vedata, DRWShadingGroup **grp, DRWPass *pass,
World *UNUSED(world), EEVEE_LightProbesInfo *pinfo)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
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_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 lightcache 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_HIGH_GRAD, 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(*grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
DRW_shgroup_uniform_vec3(*grp, "color", background_color, 1);
DRW_shgroup_call_add(*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 (pinfo &&
((pinfo->studiolight_index != sl->index) ||
(pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)))
{
stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
pinfo->studiolight_index = sl->index;
pinfo->studiolight_rot_z = v3d->shading.studiolight_rot_z;
}
}
}
}
void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
if (psl->lookdev_pass && LOOK_DEV_OVERLAY_ENABLED(draw_ctx->v3d)) {
DRW_stats_group_start("Look Dev");
CameraParams params;
BKE_camera_params_init(¶ms);
View3D *v3d = draw_ctx->v3d;
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(¶ms, draw_ctx->depsgraph, v3d, rv3d);
params.is_ortho = true;
params.ortho_scale = 3.0f;
params.zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
params.offsetx = 0.0f;
params.offsety = 0.0f;
params.shiftx = 0.0f;
params.shifty = 0.0f;
params.clipsta = 0.001f;
params.clipend = 20.0f;
BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, aspect[0], aspect[1]);
BKE_camera_params_compute_matrix(¶ms);
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];
float winmat_inv[4][4];
copy_m4_m4(winmat, params.winmat);
invert_m4_m4(winmat_inv, winmat);
DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(winmat_inv, DRW_MAT_WININV);
float viewmat[4][4];
DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
float persmat[4][4];
float persmat_inv[4][4];
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(persmat_inv, persmat);
DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(persmat_inv, DRW_MAT_PERSINV);
GPUFrameBuffer *fb = effects->final_fb;
GPU_framebuffer_bind(fb);
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[0], rect.ymin, viewport_inset[0], viewport_inset[1]);
DRW_draw_pass(psl->lookdev_pass);
DRW_viewport_matrix_override_unset_all();
DRW_stats_group_end();
}
}
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