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blender-archive/source/blender/draw/engines/eevee/eevee_lookdev.c
Jeroen Bakker 032c741214 Studiolight: Calculation of irradiance buffer
The calculation of the irradiance buffer was slow. Now it is only
calculated when it is being used (background_alpha > 0.0)
this solves the freeze when switching to LookDev mode.

Also changed the default calculation to use the Spherical Harmonics
calculation. This is able to generate the irradiance buffer fast, but is
less accurate. As the irradiance buffer is only used for visual
guidance speed is more important than accuracy.

Added compile directive to switch between the implementations.
(see STUDIOLIGHT_IRRADIANCE_METHOD)

Disabled caching the irradiance buffer when
STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is used as it is not
needed.
2018-06-21 09:02:12 +02:00

167 lines
5.8 KiB
C

/*
* 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 "ED_screen.h"
#include "eevee_private.h"
void EEVEE_lookdev_cache_init(
EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass,
World *world, EEVEE_LightProbesInfo *pinfo)
{
EEVEE_StorageList *stl = vedata->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (LOOK_DEV_MODE_ENABLED(v3d)) {
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_INTERNAL | STUDIOLIGHT_ORIENTATION_WORLD);
if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
GPUTexture *tex = NULL;
*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)))
{
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();
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();
}
}