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

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C

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BKE_camera.h"
#include "BKE_studiolight.h"
#include "BLI_rand.h"
#include "BLI_rect.h"
#include "DNA_screen_types.h"
#include "DNA_world_types.h"
#include "DEG_depsgraph_query.h"
#include "ED_screen.h"
#include "GPU_material.h"
#include "UI_resources.h"
#include "eevee_lightcache.h"
#include "eevee_private.h"
#include "draw_common.h"
static void eevee_lookdev_lightcache_delete(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PrivateData *g_data = stl->g_data;
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);
g_data->studiolight_index = -1;
g_data->studiolight_rot_z = 0.0f;
}
static void eevee_lookdev_hdri_preview_init(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata)
{
EEVEE_PassList *psl = vedata->psl;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
DRWShadingGroup *grp;
const EEVEE_EffectsInfo *effects = vedata->stl->effects;
struct GPUBatch *sphere = DRW_cache_sphere_get(effects->sphere_lod);
int mat_options = VAR_MAT_MESH | VAR_MAT_LOOKDEV;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS |
DRW_STATE_CULL_BACK;
{
Material *ma = EEVEE_material_default_diffuse_get();
GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options);
struct GPUShader *sh = GPU_material_get_shader(gpumat);
DRW_PASS_CREATE(psl->lookdev_diffuse_pass, state);
grp = DRW_shgroup_create(sh, psl->lookdev_diffuse_pass);
EEVEE_material_bind_resources(grp, gpumat, sldata, vedata, NULL, NULL, false, false);
DRW_shgroup_add_material_resources(grp, gpumat);
DRW_shgroup_call(grp, sphere, NULL);
}
{
Material *ma = EEVEE_material_default_glossy_get();
GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options);
struct GPUShader *sh = GPU_material_get_shader(gpumat);
DRW_PASS_CREATE(psl->lookdev_glossy_pass, state);
grp = DRW_shgroup_create(sh, psl->lookdev_glossy_pass);
EEVEE_material_bind_resources(grp, gpumat, sldata, vedata, NULL, NULL, false, false);
DRW_shgroup_add_material_resources(grp, gpumat);
DRW_shgroup_call(grp, sphere, NULL);
}
}
void EEVEE_lookdev_init(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* The view will be NULL when rendering previews. */
const View3D *v3d = draw_ctx->v3d;
if (eevee_hdri_preview_overlay_enabled(v3d)) {
/* Viewport / Spheres size. */
const rcti *rect;
rcti fallback_rect;
if (DRW_state_is_opengl_render()) {
const float *vp_size = DRW_viewport_size_get();
fallback_rect.xmax = vp_size[0];
fallback_rect.ymax = vp_size[1];
fallback_rect.xmin = fallback_rect.ymin = 0;
rect = &fallback_rect;
}
else {
rect = ED_region_visible_rect(draw_ctx->region);
}
/* Make the viewport width scale the lookdev spheres a bit.
* Scale between 1000px and 2000px. */
const float viewport_scale = clamp_f(
BLI_rcti_size_x(rect) / (2000.0f * U.dpi_fac), 0.5f, 1.0f);
const int sphere_size = U.lookdev_sphere_size * U.dpi_fac * viewport_scale;
if (sphere_size != effects->sphere_size || rect->xmax != effects->anchor[0] ||
rect->ymin != effects->anchor[1]) {
/* Make sphere resolution adaptive to viewport_scale, dpi and lookdev_sphere_size */
float res_scale = clamp_f(
(U.lookdev_sphere_size / 400.0f) * viewport_scale * U.dpi_fac, 0.1f, 1.0f);
if (res_scale > 0.7f) {
effects->sphere_lod = DRW_LOD_HIGH;
}
else if (res_scale > 0.25f) {
effects->sphere_lod = DRW_LOD_MEDIUM;
}
else {
effects->sphere_lod = DRW_LOD_LOW;
}
/* If sphere size or anchor point moves, reset TAA to avoid ghosting issue.
* This needs to happen early because we are changing taa_current_sample. */
effects->sphere_size = sphere_size;
effects->anchor[0] = rect->xmax;
effects->anchor[1] = rect->ymin;
stl->g_data->valid_double_buffer = false;
EEVEE_temporal_sampling_reset(vedata);
}
}
}
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
DRWPass *pass,
EEVEE_LightProbesInfo *pinfo,
DRWShadingGroup **r_shgrp)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_PrivateData *g_data = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* The view will be NULL when rendering previews. */
const View3D *v3d = draw_ctx->v3d;
const Scene *scene = draw_ctx->scene;
const bool probe_render = pinfo != NULL;
effects->lookdev_view = NULL;
if (eevee_hdri_preview_overlay_enabled(v3d)) {
eevee_lookdev_hdri_preview_init(vedata, sldata);
}
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
const View3DShading *shading = &v3d->shading;
StudioLight *sl = BKE_studiolight_find(shading->lookdev_light,
STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl == NULL || (sl->flag & STUDIOLIGHT_TYPE_WORLD) == 0) {
return;
}
GPUShader *shader = probe_render ? EEVEE_shaders_studiolight_probe_sh_get() :
EEVEE_shaders_studiolight_background_sh_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
int cube_res = scene_eval->eevee.gi_cubemap_resolution;
/* 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) ||
(g_data->light_cache && g_data->light_cache->ref_res != cube_res)) {
eevee_lookdev_lightcache_delete(vedata);
}
if (stl->lookdev_lightcache == NULL) {
#if defined(IRRADIANCE_SH_L2)
int grid_res = 4;
#elif defined(IRRADIANCE_HL2)
int grid_res = 4;
#endif
stl->lookdev_lightcache = EEVEE_lightcache_create(
1, 1, cube_res, 8, (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 light-cache 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;
}
g_data->light_cache = stl->lookdev_lightcache;
DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z);
float studiolight_matrix[3][3] = {{0.0f}};
if (shading->flag & V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION) {
float view_matrix[4][4];
float view_rot_matrix[3][3];
float x_rot_matrix[3][3];
DRW_view_viewmat_get(NULL, view_matrix, false);
copy_m3_m4(view_rot_matrix, view_matrix);
axis_angle_to_mat3_single(x_rot_matrix, 'X', M_PI / 2.0f);
mul_m3_m3m3(view_rot_matrix, x_rot_matrix, view_rot_matrix);
mul_m3_m3m3(view_rot_matrix, g_data->studiolight_matrix, view_rot_matrix);
copy_m3_m3(studiolight_matrix, view_rot_matrix);
}
DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix);
if (probe_render) {
/* Avoid artifact with equirectangular mapping. */
eGPUSamplerState state = (GPU_SAMPLER_FILTER | GPU_SAMPLER_REPEAT_S);
DRW_shgroup_uniform_float_copy(grp, "studioLightIntensity", shading->studiolight_intensity);
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
DRW_shgroup_uniform_texture_ex(grp, "studioLight", sl->equirect_radiance_gputexture, state);
/* Do not fadeout when doing probe rendering, only when drawing the background */
DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
}
else {
float background_alpha = g_data->background_alpha * shading->studiolight_background;
float studiolight_blur = powf(shading->studiolight_blur, 2.5f);
DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", background_alpha);
DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", studiolight_blur);
DRW_shgroup_uniform_texture(grp, "probeCubes", txl->lookdev_cube_tx);
}
/* Common UBOs are setup latter. */
*r_shgrp = grp;
/* Do we need to recalc the lightprobes? */
if (g_data->studiolight_index != sl->index ||
(shading->flag & V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION &&
!equals_m3m3(g_data->studiolight_matrix, studiolight_matrix)) ||
g_data->studiolight_rot_z != shading->studiolight_rot_z ||
g_data->studiolight_intensity != shading->studiolight_intensity ||
g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution ||
g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp ||
g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) {
stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
g_data->studiolight_index = sl->index;
copy_m3_m3(g_data->studiolight_matrix, studiolight_matrix);
g_data->studiolight_rot_z = shading->studiolight_rot_z;
g_data->studiolight_intensity = shading->studiolight_intensity;
g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution;
g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp;
g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality;
}
}
}
static void eevee_lookdev_apply_taa(const EEVEE_EffectsInfo *effects,
int sphere_size,
float winmat[4][4])
{
if (DRW_state_is_image_render() || ((effects->enabled_effects & EFFECT_TAA) != 0)) {
double ht_point[2];
double ht_offset[2] = {0.0, 0.0};
const uint ht_primes[2] = {2, 3};
float ofs[2];
BLI_halton_2d(ht_primes, ht_offset, effects->taa_current_sample, ht_point);
EEVEE_temporal_sampling_offset_calc(ht_point, 1.5f, ofs);
winmat[3][0] += ofs[0] / sphere_size;
winmat[3][1] += ofs[1] / sphere_size;
}
}
void EEVEE_lookdev_draw(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
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_diffuse_pass && eevee_hdri_preview_overlay_enabled(draw_ctx->v3d)) {
/* Config renderer. */
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;
GPU_uniformbuf_update(sldata->common_ubo, common);
/* override matrices */
float winmat[4][4], viewmat[4][4];
unit_m4(winmat);
/* Look through the negative Z. */
negate_v3(winmat[2]);
eevee_lookdev_apply_taa(effects, effects->sphere_size, winmat);
/* "Remove" view matrix location. Leaving only rotation. */
DRW_view_viewmat_get(NULL, viewmat, false);
zero_v3(viewmat[3]);
if (effects->lookdev_view) {
/* When rendering just update the view. This avoids recomputing the culling. */
DRW_view_update_sub(effects->lookdev_view, viewmat, winmat);
}
else {
/* Using default view bypasses the culling. */
const DRWView *default_view = DRW_view_default_get();
effects->lookdev_view = DRW_view_create_sub(default_view, viewmat, winmat);
}
DRW_view_set_active(effects->lookdev_view);
/* Find the right frame-buffers to render to. */
GPUFrameBuffer *fb = (effects->target_buffer == fbl->effect_color_fb) ? fbl->main_fb :
fbl->effect_fb;
DRW_stats_group_start("Look Dev");
GPU_framebuffer_bind(fb);
const int sphere_margin = effects->sphere_size / 6.0f;
float offset[2] = {0.0f, sphere_margin};
offset[0] = effects->sphere_size + sphere_margin;
GPU_framebuffer_viewport_set(fb,
effects->anchor[0] - offset[0],
effects->anchor[1] + offset[1],
effects->sphere_size,
effects->sphere_size);
DRW_draw_pass(psl->lookdev_diffuse_pass);
offset[0] = (effects->sphere_size + sphere_margin) +
(sphere_margin + effects->sphere_size + sphere_margin);
GPU_framebuffer_viewport_set(fb,
effects->anchor[0] - offset[0],
effects->anchor[1] + offset[1],
effects->sphere_size,
effects->sphere_size);
DRW_draw_pass(psl->lookdev_glossy_pass);
GPU_framebuffer_viewport_reset(fb);
DRW_stats_group_end();
DRW_view_set_active(NULL);
}
}