Studio Lights: Big Cleanups
* Less Lengthy enum/macro names. * Optimize computation of Spherical Harmonics. * Reduce radiance cubemap size a bit. Higher resolution is not necessary. * Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used). * Do windowing on each component separately instead of using luminance. * Use ITER_PIXELS to iterate on each pixels, using pixel center coords. * Remove gpu_matcap_3components as it is only needed when creating the gputex. * Fix a lot of confusion in axis denomination/swizzle. These changes should not affect functionallity.
This commit is contained in:
@@ -123,12 +123,13 @@ void EEVEE_lookdev_cache_init(
|
||||
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;
|
||||
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_IRRADIANCE_GPUTEXTURE);
|
||||
tex = sl->equirect_irradiance_gputexture;
|
||||
}
|
||||
else {
|
||||
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
|
||||
tex = sl->equirectangular_radiance_gputexture;
|
||||
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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user