Avoids calculating the visible part of a region whenever on-screen overlays are drawn.
285 lines
11 KiB
C
285 lines
11 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_rect.h"
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#include "BLI_rand.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 "UI_resources.h"
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#include "eevee_private.h"
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#include "eevee_lightcache.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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void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
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DRWShadingGroup **grp,
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DRWPass *pass,
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float background_alpha,
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World *UNUSED(world),
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EEVEE_LightProbesInfo *pinfo)
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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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View3D *v3d = draw_ctx->v3d;
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Scene *scene = draw_ctx->scene;
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effects->lookdev_view = NULL;
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if (LOOK_DEV_OVERLAY_ENABLED(v3d)) {
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/* Viewport / Spheres size. */
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const rcti *rect = ED_region_visible_rect(draw_ctx->ar);
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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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}
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if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
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StudioLight *sl = BKE_studiolight_find(v3d->shading.lookdev_light,
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STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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if (sl && (sl->flag & STUDIOLIGHT_TYPE_WORLD)) {
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GPUShader *shader = EEVEE_shaders_default_studiolight_sh_get();
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struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
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GPUTexture *tex = NULL;
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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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eevee_lookdev_lightcache_delete(vedata);
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}
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if (stl->lookdev_lightcache == NULL) {
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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#if defined(IRRADIANCE_SH_L2)
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int grid_res = 4;
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#elif defined(IRRADIANCE_CUBEMAP)
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int grid_res = 8;
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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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int cube_res = OCTAHEDRAL_SIZE_FROM_CUBESIZE(scene_eval->eevee.gi_cubemap_resolution);
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int vis_res = scene_eval->eevee.gi_visibility_resolution;
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stl->lookdev_lightcache = EEVEE_lightcache_create(
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1, 1, cube_res, vis_res, (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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stl->g_data->light_cache = stl->lookdev_lightcache;
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static float background_color[4];
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UI_GetThemeColor4fv(TH_BACK, background_color);
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/* XXX: Really quick conversion to avoid washed out background.
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* Needs to be addressed properly (color managed using ocio). */
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srgb_to_linearrgb_v4(background_color, background_color);
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*grp = DRW_shgroup_create(shader, pass);
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axis_angle_to_mat3_single(
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stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
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DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix);
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DRW_shgroup_uniform_float_copy(*grp, "backgroundAlpha", background_alpha);
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DRW_shgroup_uniform_vec3(*grp, "color", background_color, 1);
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DRW_shgroup_call(*grp, geom, NULL);
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if (!pinfo) {
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/* Do not fadeout when doing probe rendering, only when drawing the background */
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DRW_shgroup_uniform_float(
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*grp, "studioLightBackground", &v3d->shading.studiolight_background, 1);
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_IRRADIANCE_GPUTEXTURE);
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tex = sl->equirect_irradiance_gputexture;
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}
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else {
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DRW_shgroup_uniform_float_copy(*grp, "studioLightBackground", 1.0f);
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
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tex = sl->equirect_radiance_gputexture;
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}
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DRW_shgroup_uniform_texture(*grp, "image", tex);
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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 != v3d->shading.studiolight_rot_z ||
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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 = v3d->shading.studiolight_rot_z;
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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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}
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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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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 && LOOK_DEV_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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DRW_uniformbuffer_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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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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