Welcome to mirror list, hosted at ThFree Co, Russian Federation.

eevee_lookdev.c « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 2e568d97c07e8259574c10886eba0b740d521a00 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
/*
 * 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 "eevee_private.h"
#include "eevee_lightcache.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, GPUShader *shader, DRWPass *pass,
        World *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_ORIENTATION_WORLD)) {
			struct Gwn_Batch *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});

				/* 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;

			*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);

			if (world) {
				DRW_shgroup_uniform_vec3(*grp, "color", &world->horr, 1);
			}
			DRW_shgroup_uniform_float(*grp, "backgroundAlpha", &stl->g_data->background_alpha, 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);
				if (v3d->shading.studiolight_background > 0.0f) {
					BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
					tex = sl->equirectangular_irradiance_gputexture;
				}
			}
			else {
				BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
				tex = sl->equirectangular_radiance_gputexture;
			}
			if (tex != NULL) {
				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(&params);
		View3D *v3d = draw_ctx->v3d;
		RegionView3D *rv3d = draw_ctx->rv3d;
		ARegion *ar = draw_ctx->ar;

		BKE_camera_params_from_view3d(&params, 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(&params, ar->winx, ar->winy, 1.0f, 1.0f);
		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;
		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_x, rect.ymin, viewport_inset_x, viewport_inset_y);
		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);
		DRW_draw_pass(psl->lookdev_pass);

		DRW_viewport_matrix_override_unset_all();
		DRW_stats_group_end();
	}
}