This way it is way clearer what each viewport state is. There is no more save and reset. The scissor test is also saved per framebuffer. The only rule to remember is that the viewport state (size and origin) is reset for both the viewport and scissor when a texture is attached or detached from an attachment slot.
341 lines
13 KiB
C
341 lines
13 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "BKE_camera.h"
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#include "BKE_studiolight.h"
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#include "BLI_rand.h"
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#include "BLI_rect.h"
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#include "DNA_screen_types.h"
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#include "DNA_world_types.h"
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#include "DEG_depsgraph_query.h"
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#include "ED_screen.h"
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#include "GPU_material.h"
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#include "UI_resources.h"
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#include "eevee_lightcache.h"
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#include "eevee_private.h"
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#include "draw_common.h"
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static void eevee_lookdev_lightcache_delete(EEVEE_Data *vedata)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_PrivateData *g_data = stl->g_data;
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EEVEE_TextureList *txl = vedata->txl;
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MEM_SAFE_FREE(stl->lookdev_lightcache);
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MEM_SAFE_FREE(stl->lookdev_grid_data);
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MEM_SAFE_FREE(stl->lookdev_cube_data);
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DRW_TEXTURE_FREE_SAFE(txl->lookdev_grid_tx);
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DRW_TEXTURE_FREE_SAFE(txl->lookdev_cube_tx);
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g_data->studiolight_index = -1;
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g_data->studiolight_rot_z = 0.0f;
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}
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static void eevee_lookdev_hdri_preview_init(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata)
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{
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EEVEE_PassList *psl = vedata->psl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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DRWShadingGroup *grp;
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struct GPUBatch *sphere = DRW_cache_sphere_get();
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int mat_options = VAR_MAT_MESH | VAR_MAT_LOOKDEV;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS |
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DRW_STATE_CULL_BACK;
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{
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Material *ma = EEVEE_material_default_diffuse_get();
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GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options);
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struct GPUShader *sh = GPU_material_get_shader(gpumat);
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DRW_PASS_CREATE(psl->lookdev_diffuse_pass, state);
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grp = DRW_shgroup_create(sh, psl->lookdev_diffuse_pass);
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EEVEE_material_bind_resources(grp, gpumat, sldata, vedata, NULL, NULL, false, false);
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DRW_shgroup_add_material_resources(grp, gpumat);
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DRW_shgroup_call(grp, sphere, NULL);
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}
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{
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Material *ma = EEVEE_material_default_glossy_get();
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GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options);
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struct GPUShader *sh = GPU_material_get_shader(gpumat);
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DRW_PASS_CREATE(psl->lookdev_glossy_pass, state);
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grp = DRW_shgroup_create(sh, psl->lookdev_glossy_pass);
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EEVEE_material_bind_resources(grp, gpumat, sldata, vedata, NULL, NULL, false, false);
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DRW_shgroup_add_material_resources(grp, gpumat);
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DRW_shgroup_call(grp, sphere, NULL);
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}
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}
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void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
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EEVEE_ViewLayerData *sldata,
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DRWPass *pass,
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EEVEE_LightProbesInfo *pinfo,
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DRWShadingGroup **r_shgrp)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_PrivateData *g_data = stl->g_data;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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/* The view will be NULL when rendering previews. */
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const View3D *v3d = draw_ctx->v3d;
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const Scene *scene = draw_ctx->scene;
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const bool probe_render = pinfo != NULL;
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effects->lookdev_view = NULL;
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if (eevee_hdri_preview_overlay_enabled(v3d)) {
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/* Viewport / Spheres size. */
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const rcti *rect;
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rcti fallback_rect;
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if (DRW_state_is_opengl_render()) {
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const float *vp_size = DRW_viewport_size_get();
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fallback_rect.xmax = vp_size[0];
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fallback_rect.ymax = vp_size[1];
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fallback_rect.xmin = fallback_rect.ymin = 0;
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rect = &fallback_rect;
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}
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else {
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rect = ED_region_visible_rect(draw_ctx->region);
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}
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/* Make the viewport width scale the lookdev spheres a bit.
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* Scale between 1000px and 2000px. */
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const float viewport_scale = clamp_f(
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BLI_rcti_size_x(rect) / (2000.0f * U.dpi_fac), 0.5f, 1.0f);
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const int sphere_size = U.lookdev_sphere_size * U.dpi_fac * viewport_scale;
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if (sphere_size != effects->sphere_size || rect->xmax != effects->anchor[0] ||
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rect->ymin != effects->anchor[1]) {
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/* If sphere size or anchor point moves, reset TAA to avoid ghosting issue.
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* This needs to happen early because we are changing taa_current_sample. */
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effects->sphere_size = sphere_size;
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effects->anchor[0] = rect->xmax;
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effects->anchor[1] = rect->ymin;
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EEVEE_temporal_sampling_reset(vedata);
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}
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eevee_lookdev_hdri_preview_init(vedata, sldata);
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}
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if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
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const View3DShading *shading = &v3d->shading;
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StudioLight *sl = BKE_studiolight_find(shading->lookdev_light,
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STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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if (sl == NULL || (sl->flag & STUDIOLIGHT_TYPE_WORLD) == 0) {
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return;
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}
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GPUShader *shader = probe_render ? EEVEE_shaders_studiolight_probe_sh_get() :
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EEVEE_shaders_studiolight_background_sh_get();
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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int cube_res = scene_eval->eevee.gi_cubemap_resolution;
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/* If one of the component is missing we start from scratch. */
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if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) ||
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(txl->lookdev_grid_tx == NULL) || (txl->lookdev_cube_tx == NULL) ||
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(g_data->light_cache && g_data->light_cache->ref_res != cube_res)) {
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eevee_lookdev_lightcache_delete(vedata);
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}
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if (stl->lookdev_lightcache == NULL) {
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#if defined(IRRADIANCE_SH_L2)
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int grid_res = 4;
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#elif defined(IRRADIANCE_HL2)
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int grid_res = 4;
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#endif
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stl->lookdev_lightcache = EEVEE_lightcache_create(
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1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1});
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/* XXX: Fix memleak. TODO find out why. */
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MEM_SAFE_FREE(stl->lookdev_cube_mips);
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/* We do this to use a special light cache for lookdev.
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* This light-cache needs to be per viewport. But we need to
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* have correct freeing when the viewport is closed. So we
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* need to reference all textures to the txl and the memblocks
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* to the stl. */
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stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data;
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stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data;
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stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips;
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txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex;
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txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex;
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}
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g_data->light_cache = stl->lookdev_lightcache;
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DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
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axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z);
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DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix);
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if (probe_render) {
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/* Avoid artifact with equirectangular mapping. */
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eGPUSamplerState state = (GPU_SAMPLER_FILTER | GPU_SAMPLER_REPEAT_S);
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DRW_shgroup_uniform_float_copy(grp, "studioLightIntensity", shading->studiolight_intensity);
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
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DRW_shgroup_uniform_texture_ex(grp, "studioLight", sl->equirect_radiance_gputexture, state);
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/* Do not fadeout when doing probe rendering, only when drawing the background */
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DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
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}
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else {
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float background_alpha = g_data->background_alpha * shading->studiolight_background;
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float studiolight_blur = powf(shading->studiolight_blur, 2.5f);
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DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", background_alpha);
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DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", studiolight_blur);
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DRW_shgroup_uniform_texture(grp, "probeCubes", txl->lookdev_cube_tx);
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}
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/* Common UBOs are setup latter. */
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*r_shgrp = grp;
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/* Do we need to recalc the lightprobes? */
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if (g_data->studiolight_index != sl->index ||
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g_data->studiolight_rot_z != shading->studiolight_rot_z ||
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g_data->studiolight_intensity != shading->studiolight_intensity ||
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g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution ||
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g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp ||
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g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) {
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stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
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g_data->studiolight_index = sl->index;
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g_data->studiolight_rot_z = shading->studiolight_rot_z;
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g_data->studiolight_intensity = shading->studiolight_intensity;
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g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution;
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g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp;
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g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality;
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}
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}
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}
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static void eevee_lookdev_apply_taa(const EEVEE_EffectsInfo *effects,
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int sphere_size,
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float winmat[4][4])
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{
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if (DRW_state_is_image_render() || ((effects->enabled_effects & EFFECT_TAA) != 0)) {
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double ht_point[2];
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double ht_offset[2] = {0.0, 0.0};
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const uint ht_primes[2] = {2, 3};
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float ofs[2];
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BLI_halton_2d(ht_primes, ht_offset, effects->taa_current_sample, ht_point);
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EEVEE_temporal_sampling_offset_calc(ht_point, 1.5f, ofs);
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winmat[3][0] += ofs[0] / sphere_size;
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winmat[3][1] += ofs[1] / sphere_size;
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}
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}
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void EEVEE_lookdev_draw(EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (psl->lookdev_diffuse_pass && eevee_hdri_preview_overlay_enabled(draw_ctx->v3d)) {
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/* Config renderer. */
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EEVEE_CommonUniformBuffer *common = &sldata->common_data;
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common->la_num_light = 0;
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common->prb_num_planar = 0;
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common->prb_num_render_cube = 1;
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common->prb_num_render_grid = 1;
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common->ao_dist = 0.0f;
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common->ao_factor = 0.0f;
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common->ao_settings = 0.0f;
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GPU_uniformbuf_update(sldata->common_ubo, common);
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/* override matrices */
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float winmat[4][4], viewmat[4][4];
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unit_m4(winmat);
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/* Look through the negative Z. */
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negate_v3(winmat[2]);
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eevee_lookdev_apply_taa(effects, effects->sphere_size, winmat);
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/* "Remove" view matrix location. Leaving only rotation. */
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DRW_view_viewmat_get(NULL, viewmat, false);
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zero_v3(viewmat[3]);
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if (effects->lookdev_view) {
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/* When rendering just update the view. This avoids recomputing the culling. */
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DRW_view_update_sub(effects->lookdev_view, viewmat, winmat);
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}
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else {
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/* Using default view bypasses the culling. */
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const DRWView *default_view = DRW_view_default_get();
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effects->lookdev_view = DRW_view_create_sub(default_view, viewmat, winmat);
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}
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DRW_view_set_active(effects->lookdev_view);
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/* Find the right framebuffers to render to. */
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GPUFrameBuffer *fb = (effects->target_buffer == fbl->effect_color_fb) ? fbl->main_fb :
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fbl->effect_fb;
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DRW_stats_group_start("Look Dev");
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GPU_framebuffer_bind(fb);
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const int sphere_margin = effects->sphere_size / 6.0f;
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float offset[2] = {0.0f, sphere_margin};
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offset[0] = effects->sphere_size + sphere_margin;
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GPU_framebuffer_viewport_set(fb,
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effects->anchor[0] - offset[0],
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effects->anchor[1] + offset[1],
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effects->sphere_size,
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effects->sphere_size);
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DRW_draw_pass(psl->lookdev_diffuse_pass);
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offset[0] = (effects->sphere_size + sphere_margin) +
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(sphere_margin + effects->sphere_size + sphere_margin);
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GPU_framebuffer_viewport_set(fb,
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effects->anchor[0] - offset[0],
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effects->anchor[1] + offset[1],
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effects->sphere_size,
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effects->sphere_size);
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DRW_draw_pass(psl->lookdev_glossy_pass);
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GPU_framebuffer_viewport_reset(fb);
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DRW_stats_group_end();
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DRW_view_set_active(NULL);
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}
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}
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