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blender-archive/source/blender/draw/engines/eevee/eevee_lookdev.c

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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"
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#include "eevee_private.h"
void EEVEE_lookdev_cache_init(
EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass,
World *world, EEVEE_LightProbesInfo *pinfo)
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{
EEVEE_StorageList *stl = vedata->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (LOOK_DEV_MODE_ENABLED(v3d)) {
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StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATION_WORLD);
if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
GPUTexture *tex;
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*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);
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DRW_shgroup_uniform_vec3(*grp, "color", &world->horr, 1);
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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);
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;
}
DRW_shgroup_uniform_texture(*grp, "image", tex);
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/* Do we need to recalc the lightprobes? */
if (pinfo &&
((pinfo->studiolight_index != sl->index) ||
(pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)))
{
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pinfo->update_world |= PROBE_UPDATE_ALL;
pinfo->studiolight_index = sl->index;
pinfo->studiolight_rot_z = v3d->shading.studiolight_rot_z;
pinfo->prev_wo_sh_compiled = false;
pinfo->prev_world = NULL;
}
}
}
}
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();
const DRWContextState *draw_ctx = DRW_context_state_get();
if (psl->lookdev_pass && LOOK_DEV_OVERLAY_ENABLED(draw_ctx->v3d)) {
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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;
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params.ortho_scale = 4.0f;
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params.zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
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params.offsetx = 0.0f;
params.offsety = 0.0f;
params.shiftx = 0.0f;
params.shifty = 0.0f;
params.clipsta = 0.001f;
params.clipend = 20.0f;
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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();
int viewport_inset_x = viewport_size[0] / 4;
int viewport_inset_y = viewport_size[1] / 4;
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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, viewport_size[0] - viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
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DRW_draw_pass(psl->lookdev_pass);
DRW_viewport_matrix_override_unset_all();
DRW_stats_group_end();
}
}